TECHNICAL FIELD
[0001] The present invention relates to a program, a method, and a terminal device.
BACKGROUND ART
[0002] Conventionally, there is a system for displaying a virtual character controlled by
a performer. In such a system, a facial expression of the virtual character is switched
while a mouth of the virtual character moves in accordance with a speech of the performer
(lip-sync).
CITATION LIST
NON-PATENT LITERATURE
SUMMARY OF INVENTION
TECHNICAL PROBLEM
[0004] However, in the conventional system, it is necessary to allocate a person who operates
a switch in order to switch the facial expression, resulting in increasing human costs.
Further, since the facial expression is manually switched, a switching timing of the
facial expression is delayed from the actual movement and speech of the performer,
which makes a user feel a sense of incompatibility. For this reason, accuracy commensurate
with the increase of costs cannot be expected.
[0005] The present invention has been conceived in view of such circumstances, and an object
thereof is to provide a program, a method, and a terminal device which can reduce
a sense of user's incompatibility without increasing costs as much as possible.
SOLUTION TO PROBLEM
[0006] According to an aspect of an embodiment of the present disclosure, there is provided
a program to be executed in a terminal device which comprises a processor, a memory,
and an input unit, the program causing the processor to execute steps of: on a basis
of data including information capable of specifying a motion input by a performer
who plays a character arranged in a virtual space and a speech of the performer, producing
a behavior of the character; and enabling the character viewed from a predetermined
point of view in the virtual space to display on a predetermined display unit and
enabling a sound depending on the speech of the performer to output, the step of producing
the behavior of the character including steps of: controlling a behavior of a mouth
of the character in the virtual space based on the data; specifying a next facial
expression to be taken as the facial expression of the character in accordance with
a predetermined rule; and performing switching control of the facial expression of
the character in the virtual space to the facial expression, which is specified by
the step of specifying, with lapse of time.
ADVANTAGEOUS EFFECTS OF INVENTION
[0007] According to the present invention, it is possible to reduce a sense of user's incompatibility
without increasing costs as much as possible.
BRIEF DESCRIPTION OF DRAWINGS
[0008]
Fig. 1 is a diagram showing an overview of a system according to an embodiment.
Fig. 2 is a diagram showing a hardware configuration of a user terminal according
to an embodiment.
Fig. 3 is a diagram showing a hardware configuration of a server according to an embodiment.
Fig. 4 is a diagram showing a hardware configuration of a game play terminal according
to an embodiment.
Fig. 5 is a diagram showing a hardware configuration of a transmission terminal according
to an embodiment.
Fig. 6 is a block diagram showing functional configurations of a user terminal, a
server, and an HMD set according to an embodiment.
Fig. 7 is a block diagram showing an example of a functional configuration of a transmission
terminal according to an embodiment.
Fig. 8 is a flowchart showing a part of processing executed by the user terminal and
the game play terminal according to an embodiment.
Figs. 9A and 9B are diagrams showing a virtual space provided to a player and a field-of-view
image visually recognized by the player according to an embodiment.
Figs. 10A and 10B are diagrams showing a virtual space provided to a user of the user
terminal and a field-of-view image visually recognized by the user according to an
embodiment.
Figs. 11A to 11D are diagrams showing another example of a field-of-view image visually
recognized by the user of the user terminal.
Figs. 12A to 12D are diagrams showing further another example of a field-of-view image
visually recognized by the user of the user terminal.
Fig. 13 is a flowchart showing a part of processing to be executed in the game play
terminal according to an embodiment.
Fig. 14 is a flowchart showing a part of processing to be executed in the user terminal
according to an embodiment.
Fig. 15 is a flowchart showing a part of processing to be executed in the server according
to an embodiment.
Fig. 16 is a diagram showing a specific example of a list of users who participate
in a game according to an embodiment.
Fig. 17 is a flowchart showing a part of processing to be executed in the transmission
terminal according to an embodiment.
Figs. 18A and 18B are diagrams showing a specific example of a screen displayed on
the transmission terminal according to an embodiment.
Fig. 19 is a diagram showing another specific example of a screen displayed on the
transmission terminal according to an embodiment.
Fig. 20 is a diagram showing a specific example of a sound input by a player according
to an embodiment.
Figs. 21A to 21C are diagrams showing further another specific example of a screen
displayed on the transmission terminal according to an embodiment and an overview
of transmission of behavior instruction data.
Fig. 22 is a diagram showing another specific example of a sound input by a player
according to an embodiment.
Figs. 23A to 23C are diagrams showing further another specific example of a screen
displayed on the transmission terminal according to an embodiment and an overview
of transmission of behavior instruction data.
Fig. 24 is a diagram showing an overview of sending of game progress information from
the game play terminal to the user terminal according to an embodiment.
Fig. 25 is a flowchart showing a part of processing to be executed in the user terminal
according to an embodiment.
Fig. 26 is a diagram showing a specific example of moving image reproduction.
Fig. 27 is a diagram showing another specific example of moving image reproduction.
Fig. 28 is a flowchart showing face control processing.
Figs. 29A to 29I are diagrams for illustrating a display example when a mouth of the
avatar object for behaving according to a movement of a player is switched to a general
mouth shape at the time of speech and a facial expression of the avatar object is
randomly switched.
DESCRIPTION OF EMBODIMENTS
[0009] A system according to the present disclosure is a system for providing a game to
a plurality of users. The system will be described below with reference to the drawings.
The present invention is not limited to these illustrations but is indicated by the
scope of the claims, and it is intended that the present invention includes all modifications
within the meaning and scope equivalent to the scope of the claims. In the following
description, the same components are denoted by the same reference numerals in the
description of the drawings, and will not be repeatedly described.
<Overview of Operations of System 1>
[0010] Fig. 1 is a diagram showing an overview of a system 1 according to the present embodiment.
The system 1 includes a plurality of user terminals 100 (computers), a server 200,
a game play terminal 300 (an external device, a second external device), and a transmission
terminal 400 (an external device, a first external device). In Fig. 1, user terminals
100A to 100C, that is, three user terminals 100 are shown as an example of the plurality
of user terminals 100, but the number of user terminals 100 is not limited to the
shown example. In the present embodiment, the user terminals 100A to 100C are described
as "user terminals 100" when being not necessary to be distinguished from each other.
The user terminal 100, the game play terminal 300, and the transmission terminal 400
are connected to the server 200 via a network 2. The network 2 is configured by various
mobile communication systems constructed by the Internet and a wireless base station.
Examples of the mobile communication system include so-called 3G and 4G mobile communication
systems, LTE (Long Term Evolution), and a wireless network (for example, Wi-Fi (registered
trademark)) that can be connected to the Internet through a predetermined access point.
(Overview of Game)
[0011] In the present embodiment, as an example of a game provided by the system 1 (hereinafter,
referred to as "main game"), a game mainly played by the user of the game play terminal
300 will be described. Hereinafter, the user of the game play terminal 300 called
a "player". As an example, the player (performer) operates one or more characters
appearing in the main game to carry on the game. In the main game, the user of the
user terminal 100 plays a role of supporting the progress of the game by the player.
Details of the main game will be described below. The game provided by the system
1 may be a game in which a plurality of users participate, and no limitation to this
example is intended.
(Game Play Terminal 300)
[0012] The game play terminal 300 controls the progress of the game in response to operations
input by the player. Further, the game play terminal 300 sequentially transmits information
(hereinafter, game progress information) generated by a player's game play to the
server 200 in real time.
(Server 200)
[0013] The server 200 sends the game progress information (second data) received in real
time from the game play terminal 300, to the user terminal 100. In addition, the server
200 mediates the sending and reception of various types of information between the
user terminal 100, the game play terminal 300, and the transmission terminal 400.
(Transmission Terminal 400)
[0014] The transmission terminal 400 generates behavior instruction data (first data) in
response to operations input by the user of the transmission terminal 400, and transmits
the behavior instruction data to the user terminal 100 via the server 200. The behavior
instruction data is data for reproducing a moving image on the user terminal 100,
and specifically, is data for producing behaviors of characters appearing in the moving
image.
[0015] In the present embodiment, as an example, the user of the transmission terminal 400
is a player of the main game. Further, as an example, the moving image reproduced
on the user terminal 100 based on the behavior instruction data is a moving image
in which the characters operated by the player in the game behave. The "behavior"
is to move at least a part of a character's body, and also includes a speech. Therefore,
the behavior instruction data according to the present embodiment includes, for example,
sound data for controlling the character to speak and motion data for moving the character's
body.
[0016] As an example, the behavior instruction data is sent to the user terminal 100 after
the main game is over. Details of the behavior instruction data and the moving image
reproduced based on the behavior instruction data will be described below.
(User Terminal 100)
[0017] The user terminal 100 receives game progress information in real time, and generate
a game screen to display using the information. In other words, the user terminal
100 reproduces the game screen of the game being played by the player in real-time
rendering. Thereby, the user of the user terminal 100 can visually recognize the same
game screen as the game screen that the player visually recognize while playing the
game at substantially the same timing as the player.
[0018] In addition, the user terminal 100 generates information for supporting the progress
of the game by the player in response to the operation input by the user, and sends
the information to the game play terminal 300 via the server 200. Details of the information
will be described below.
[0019] Further, the user terminal 100 receives the behavior instruction data from the transmission
terminal 400, and generates and reproduces a moving image (video) using the behavior
instruction data. In other words, the user terminal 100 reproduces the behavior instruction
data by rendering.
<Hardware Configuration of System 1>
[0020] Fig. 2 is a diagram showing a hardware configuration of the user terminal 100. Fig.
3 is a view showing a hardware configuration of the server 200. Fig. 4 is a diagram
showing a hardware configuration of the game play terminal 300. Fig. 5 is a diagram
showing a hardware configuration of the transmission terminal 400.
(User Terminal 100)
[0021] In the present embodiment, as an example, an example is described in which the user
terminal 100 is implemented as a smartphone, but the user terminal 100 is not limited
to the smartphone. For example, the user terminal 100 may be implemented as a feature
phone, a tablet computer, a laptop computer (a so-called notebook computer), or a
desktop computer. Further, the user terminal 100 may be a game device suitable for
a game play.
[0022] As shown in Fig. 2, the user terminal 100 includes a processor 10, a memory 11a,
a storage 12, a communication interface (IF) 13, an input/output IF 14, a touch screen
15 (display unit), a camera 17, and a ranging sensor 18. These components of the user
terminal 100 are electrically connected to one another via a communication bus. The
user terminal 100 may include an input/output IF 14 that can be connected to a display
(display unit) configured separately from a main body of the user terminal 100 instead
of or in addition to the touch screen 15.
[0023] Further, as shown in Fig. 2, the user terminal 100 may be configured to have the
capability to communicate with one or more controller 1020. The controller 1020 establishes
communication with the user terminal 100 in accordance with a communication standard,
for example, Bluetooth (registered trademark). The controller 1020 may include one
or more button, and sends an output value based on the user's input operation to the
button to the user terminal 100. In addition, the controller 1020 may include various
sensors such as an acceleration sensor and an angular velocity sensor, and sends the
output values of the various sensors to the user terminal 100.
[0024] Instead of or in addition to the user terminal 100 including the camera 17 and the
ranging sensor 18, the controller 1020 may include the camera 17 and the ranging sensor
18.
[0025] It is desirable that the user terminal 100 allows a user, who uses the controller
1020, to input user identification information such as a user's name or login ID to
the via the controller 1020 at the time of start of a game, for example. Thereby,
the user terminal 100 enables to associate the controller 1020 with the user, and
can specify on the basis of a sending source (controller 1020) of the received output
value that the output value belongs to any user.
[0026] When the user terminal 100 communicates with a plurality of controllers 1020, each
user grasps each of the controllers 1020, so that it is possible to implement multiplay
with one user terminal 100 without communication with another device such as the server
200 via the network 2. In addition, the user terminals 100 communicate with one another
in accordance with a wireless standard such as a wireless LAN (Local Area Network)
standard (communicate with one another without using the server 200), whereby multiplay
can be implemented locally with a plurality of user terminals 100. When the above-described
multiplay is implemented locally with one user terminal 100, the user terminal 100
may further have at least a part of various functions (to be described below) provided
in the server 200. Further, when the above-described multiplay is implemented locally
with the plurality of user terminals 100, the plurality of user terminals 100 may
have various functions (to be described below) provided in the server 200 in a distributed
manner.
[0027] Even when the above-described multiplay is implemented locally, the user terminal
100 may communicate with the server 200. For example, the user terminal may send information
indicating a play result such as a record or win/loss in a certain game and user identification
information in association with each other to the server 200.
[0028] Further, the controller 1020 may be configured to be detachable from the user terminal
100. In this case, a coupling portion with the controller 1020 may be provided on
at least any surface of a housing of the user terminal 100, controller 1020. When
the user terminal 100 is coupled to the controller 1020 by a cable via the coupling
portion, the user terminal 100 and the controller 1020 sends and receives signals
via the cable.
[0029] As shown in Fig. 2, the user terminal 100 may be connected to a storage medium 1030
such as an external memory card via the input/output IF 14. Thereby, the user terminal
100 can read program and data recorded on the storage medium 1030. The program recorded
on the storage medium 1030 is a game program, for example.
[0030] The user terminal 100 may store the game program acquired by communicating with an
external device such as the server 200 in the memory 11 of the user terminal 100,
or may store the game program acquired by reading from the storage medium 1030 in
the memory 11.
[0031] As described above, the user terminal 100 includes the communication IF 13, the input/output
IF 14, the touch screen 15, the camera 17, and the ranging sensor 18 as an example
of a mechanism for inputting information to the user terminal 100. Each of the components
described above as an input mechanism can be regarded as an operation unit configured
to receive a user's input operation.
[0032] For example, when the operation unit is configured by at least any one of the camera
17 and the ranging sensor 18, the operation unit detects an object 1010 in the vicinity
of the user terminal 100, and specifies an input operation from the detection result
of the object. As an example, a user's hand as the object 1010 or a marker having
a predetermined shape is detected, and an input operation is specified based on color,
shape, movement, or type of the object 1010 obtained as a detection result. More specifically,
when a user's hand is detected from a captured image of the camera 17, the user terminal
100 specifies a gesture (a series of movements of the user's hand) detected based
on the captured image, as a user's input operation. The captured image may be a still
image or a moving image.
[0033] Alternatively, when the operation unit is configured by the touch screen 15, the
user terminal 100 specifies and receives the user's operation performed on an input
unit 151 of the touch screen 15 as a user's input operation. Alternatively, when the
operation unit is configured by the communication IF 13, the user terminal 100 specifies
and receives a signal (for example, an output value) sent from the controller 1020
as a user's input operation. Alternatively, when the operation unit is configured
by the input/output IF 14, a signal output from an input device (not shown) different
from the controller 1020 connected to the input/output IF 14 is specified and received
as a user's input operation.
(Server 200)
[0034] The server 200 may be a general-purpose computer such as a workstation or a personal
computer as an example. The server 200 includes a processor 20, a memory 21, a storage
22, a communication IF 23, and an input/output IF 24. These components in the server
200 are electrically connected to one another via a communication bus.
(Game Play Terminal 300)
[0035] The game play terminal 300 may be a general-purpose computer such as a personal computer
as an example. The game play terminal 300 includes a processor 30, a memory 31, a
storage 32, a communication IF 33, and an input/output IF 34. These components in
the game play terminal 300 are electrically connected to one another via a communication
bus.
[0036] As shown in Fig. 4, the game play terminal 300 according to the present embodiment
is included in an HMD (Head Mounted Display) set 1000 as an example. In other words,
it can be expressed that the HMD set 1000 is included in the system 1, and it can
also be expressed that the player plays a game using the HMD set 1000. A device for
the player to play the game is not limited to the HMD set 1000. As an example, the
device may be any device that allows the player to experience the game virtually.
The device may be implemented as a smartphone, a feature phone, a tablet computer,
a laptop computer (a so-called notebook computer), or a desktop computer. Further,
the device may be a game device suitable for a game play.
[0037] The HMD set 1000 includes not only the game play terminal 300 but also an HMD 500,
an HMD sensor 510, a motion sensor 520, a display 530, and a controller 540. The HMD
500 includes a monitor 51, a gaze sensor 52, a first camera 53, a second camera 54,
a microphone 55, and a speaker 56. The controller 540 may include a motion sensor
520.
[0038] The HMD 500 may be mounted on a head of the player to provide a virtual space to
the player during operations. More specifically, the HMD 500 displays each of a right-eye
image and a left-eye image on the monitor 51. When each eye of the player visually
recognizes each image, the player may recognize the image as a three-dimensional image
based on a parallax of both the eyes. The HMD 500 may include either a so-called head-mounted
display including a monitor or a head-mounted device capable of mounting a terminal
including a smartphone or another monitor.
[0039] The monitor 51 is implemented as, for example, a non-transmissive display device.
In an aspect, the monitor 51 is arranged on a main body of the HMD 500 to be located
in front of both eyes of the player. Therefore, when the player visually recognizes
the three-dimensional image displayed on the monitor 51, the player can be immersed
in the virtual space. In an aspect, the virtual space includes, for example, a background,
player-operatable objects, and player-selectable menu images. In an aspect, the monitor
51 may be implemented as a liquid crystal monitor or an organic EL (Electro Luminescence)
monitor included in a so-called smart phone or other information display terminals.
[0040] In another aspect, the monitor 51 can be implemented as a transmissive display device.
In this case, the HMD 500 may be an open type such as a glasses type, instead of a
closed type that covers the player's eyes as shown in Fig. 1. The transmissive monitor
51 may be temporarily configured as a non-transmissive display device by adjustment
of its transmittance. The monitor 51 may include a configuration in which a part of
the image constituting the virtual space and a real space are displayed at the same
time. For example, the monitor 51 may display an image of the real space captured
by a camera mounted on the HMD 500, or may make the real space visually recognizable
by setting a part of the transmittance to be high.
[0041] In an aspect, the monitor 51 may include a sub-monitor for displaying a right-eye
image and a sub-monitor for displaying a left-eye image. In another aspect, the monitor
51 may be configured to integrally display the right-eye image and the left-eye image.
In this case, the monitor 51 includes a high-speed shutter. The high-speed shutter
operates to enable alternate display of the right-eye image and the left-eye image
so that only one of the eyes can recognize the image.
[0042] In an aspect, the HMD 500 includes a plurality of light sources (not shown). Each
of the light source is implemented by, for example, an LED (Light Emitting Diode)
configured to emit infrared rays. The HMD sensor 510 has a position tracking function
for detecting the movement of the HMD 500. More specifically, the HMD sensor 510 reads
a plurality of infrared rays emitted by the HMD 500 and detects the position and inclination
of the HMD 500 in the real space.
[0043] In another aspect, the HMD sensor 510 may be implemented by a camera. In this case,
the HMD sensor 510 can detect the position and the inclination of the HMD 500 by executing
image analysis processing using image information of the HMD 500 output from the camera.
[0044] In another aspect, the HMD 500 may include a sensor (not shown) as a position detector
instead of the HMD sensor 510 or in addition to the HMD sensor 510. The HMD 500 can
use the sensor to detect the position and the inclination of the HMD 500 itself. For
example, when the sensor is an angular velocity sensor, a geomagnetic sensor, or an
acceleration sensor, the HMD 500 can use any of those sensors instead of the HMD sensor
510 to detect its position and inclination. As an example, when the sensor provided
in the HMD 500 is an angular velocity sensor, the angular velocity sensor detects
an angular velocity around each of three axes of the HMD 500 in the real space over
time. The HMD 500 calculates a temporal change of the angle around each of the three
axes of the HMD 500 based on each of the angular velocities, and further calculates
an inclination of the HMD 500 based on the temporal change of the angles.
[0045] The gaze sensor 52 detects a direction in which lines of sight of the right eye and
the left eye of the player are directed. The gaze sensor 52 detects the lines of sight
of the player. The direction of the line of sight is detected by, for example, a known
eye tracking function. The gaze sensor 52 is implemented by a sensor having the eye
tracking function. In an aspect, the gaze sensor 52 preferably includes a right-eye
sensor and a left-eye sensor. The gaze sensor 52 may be, for example, a sensor configured
to irradiate the right eye and the left eye of the player with infrared light and
to receive reflection light from the cornea and the iris with respect to the irradiation
light, thereby detecting a rotational angle of each eyeball. The gaze sensor 52 can
detect the line of sight of the player based on each of the detected rotational angles.
[0046] The first camera 53 captures a lower part of the player's face. More specifically,
the first camera 53 captures a nose and a mouse of the player. The second camera 54
captures eyes and eyebrows of the player. The housing of the HMD 500 on the player
side is defined as an inside of the HMD 500, and the housing of the HMD 500 on the
side opposite to the player. In an aspect, the first camera 53 can be located outside
the HMD 500, and the second camera 54 can be located inside the HMD 500. The imaged
generated by the first camera 53 and the second camera 54 are input to the game play
terminal 300. In another aspect, the first camera 53 and the second camera 54 may
be implemented as one camera, and the player's face may be captured by the one camera.
[0047] The microphone 55 converts the speech of the player into a sound signal (electric
signal) and outputs the sound signal to the game play terminal 300. The speaker 56
converts the sound signal into a sound and outputs the sound to the player. In another
aspect, the HMD 500 may include earphones instead of the speaker 56.
[0048] The controller 540 is connected to the game play terminal 300 in a wired or wireless
manner. The controller 540 receives as an input a command from the player to the game
play terminal 300. In an aspect, the controller 540 is configured to be capable of
being gripped by the player. In another aspect, the controller 540 is configured to
be wearable on a part of player's body or clothing. In further another aspect, the
controller 540 may be configured to output at least one of vibration, sound, and light
in accordance with the signal sent from the game play terminal 300. In further another
aspect, the controller 540 receives an operation for controlling the position and
movement of an object arranged in the virtual space, from the player.
[0049] In an aspect, the controller 540 includes a plurality of light sources. Each of the
light sources is implemented, for example, by an LED that emits infrared rays. The
HMD sensor 510 has a position tracking function. In this case, the HMD sensor 510
reads the plurality of infrared rays emitted by the controller 540, and detects position
and inclination of the controller 540 in the real space. In another aspect, the HMD
sensor 510 may be implemented by a camera. In this case, the HMD sensor 510 can detect
the position and the inclination of the controller 540 by executing image analysis
processing using the image information of the controller 540 output from the camera.
[0050] The motion sensor 520 is attached to the player's hand in an aspect, and detects
movement of the player's hand. For example, the motion sensor 520 detects a rotation
speed of the hand and the number of rotations of the hand. The detected signal is
sent to the game play terminal 300. The motion sensor 520 is provided in the controller
540, for example. In an aspect, the motion sensor 520 is provided in, for example,
the controller 540 configured to be capable of being gripped by the player. In another
aspect, for safety in the real space, the controller 540 is a glove-type controller
that is mounted on the player's hand not to easily fly away. In further another aspect,
a sensor not mounted on the player may detect the movement of the player's hand. For
example, a signal of a camera capturing the player may be input to the game play terminal
300 as a signal representing a behavior of the player. The motion sensor 520 and the
game play terminal 300 are connected to each other in a wireless manner, for example.
In the case of the wireless, a communication mode is not particularly limited, and
Bluetooth or other known communication methods may be used, for example.
[0051] The display 530 displays the same image as the image displayed on the monitor 51.
Thereby, users other than the player wearing the HMD 500 can also view the same image
like the player. The image displayed on the display 530 does not have to be a three-dimensional
image, and may be a right-eye image or a left-eye image. Examples of the display 530
include a liquid crystal display and an organic EL monitor.
[0052] The game play terminal 300 produces the behavior of a character to be operated by
the player, on the basis of various types of information acquired from the respective
units of the HMD 500, the controller 540, and the motion sensor 520, and controls
the progress of the game. The "behavior" herein includes moving respective parts of
the body, changing postures, changing facial expressions, moving, speaking, touching
and moving the object arranged in the virtual space, and using weapons and tools gripped
by the character. In other words, in the main game, as the respective parts of the
player's body move, respective parts of the character's body also move in the same
manner as the player. In the main game, the character speaks the contents of the speech
of the player. In other words, in the main game, the character is an avatar object
that behaves as a player's alter ego. As an example, at least some of the character's
behaviors may be executed in response to an input to the controller 540 from the player.
[0053] In the present embodiment, the motion sensor 520 is attached to both hands of the
player, both legs of the player, a waist of the player, and a head of the player.
The motion sensor 520 attached to both hands of the player may be provided in the
controller 540 as described above. In addition, the motion sensor 520 attached to
the head of the player may be provided in the HMD 500. The motion sensor 520 may be
further attached to both elbows and knees of the user. As the number of motion sensors
520 attached to the player increases, the movement of the player can be more accurately
reflected in the character. Further, the player may wear a suit to which one or more
motion sensors 520 are attached, instead of attaching the motion sensors 520 to the
respective parts of the body. In other words, a motion capturing method is limited
to an example of using the motion sensor 520.
(Transmission Terminal 400)
[0054] The transmission terminal 400 may be a mobile terminal such as a smartphone, a PDA
(Personal Digital Assistant), or a tablet computer. Further, the transmission terminal
400 may be a so-called stationary terminal such as a desktop computer terminal.
[0055] As shown in Fig. 5, the transmission terminal 400 includes a processor 40, a memory
41, a storage 42, a communication IF 43, an input/output IF 44, and a touch screen
45. The transmission terminal 400 may include an input/output IF 44 connectable to
a display (display unit) configured separately from the main body of the transmission
terminal 400, instead of or in addition to the touch screen 45.
[0056] The controller 1021 may include one or physical input mechanisms of buttons, levers,
sticks, and wheels. The controller 1021 sends an output value based on an input operation
input to the input mechanisms from the operator (the player in the present embodiment)
of the transmission terminal 400, to the transmission terminal 400. Further, the controller
1021 may include various sensors of an acceleration sensor and an angular velocity
sensor, and may send the output values of the various sensors to the transmission
terminal 400. The above-described output values are received by the transmission terminal
400 via the communication IF 43.
[0057] The transmission terminal 400 may include a camera and a ranging sensor (not shown).
The controller 1021 may alternatively or additionally include the camera and the ranging
sensor provided in the transmission terminal 400.
[0058] As described above, the transmission terminal 400 includes the communication IF 43,
the input/output IF 44, and the touch screen 45 as examples of mechanisms that input
information to the transmission terminal 400. The above-described respective components
as an input mechanism can be regarded as an operation unit configured to receive the
user's input operation.
[0059] When the operation unit is configured by the touch screen 45, the transmission terminal
400 specifies and receives a user's operation, which is performed on an input unit
451 of the touch screen 45, as a user's input operation. Alternatively, when the operation
unit is configured by the communication IF 43, the transmission terminal 400 specifies
and receives a signal (for example, an output value), which is sent from the controller
1021, as a user's input operation. Alternatively, when the operation unit is configured
by the input/output IF 44, the transmission terminal 400 specifies and receives a
signal, which is output from an input device (not shown) connected to the input/output
IF 44, as a user's input operation.
<Hardware Components of Each Device>
[0060] Each of the processors 10, 20, 30, and 40 controls operations of all the user terminal
100, the server 200, the game play terminal 300, and the transmission terminal 400.
Each of the processors 10, 20, 30, and 40 includes a CPU (Central Processing Unit),
an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit). Each of the
processors 10, 20, 30, and 40 reads a program from each of storages 12, 22, 32, and
42 which will be described below. Then, each of the processors 10, 20, 30, and 40
expands the read program to each of memories 11, 21, 31, and 41 which will be described
below. The processors 10, 20, and 30 execute the expanded program.
[0061] Each of the memories 11, 21, 31, and 41 is a main storage device. Each of the memories
11, 21, 31, and 41 is configured by storage devices of a ROM (Read Only Memory) and
a RAM (Random Access Memory). The memory 11 temporarily stores a program and various
types of data read from the storage 12 to be described below by the processor 10 to
give a work area to the processor 10. The memory 11 also temporarily stores various
types of data generated when the processor 10 is operating in accordance with the
program. The memory 21 temporarily stores a program and various types of data read
from the storage 22 to be described below by the processor 20 to give a work area
to the processor 20. The memory 21 also temporarily stores various types of data generated
when the processor 20 is operating in accordance with the program. The memory 31 temporarily
stores a program and various types of data read from the storage 32 to be described
below by the processor 30 to give a work area to the processor 30. The memory 31 also
temporarily stores various types of data generated when the processor 30 is operating
in accordance with the program. The memory 41 temporarily stores a program and various
types of data read from the storage 42 to be described below by the processor 40 to
give a work area to the processor 40. The memory 41 also temporarily stores various
types of data generated when the processor 40 is operating in accordance with the
program.
[0062] In the present embodiment, the programs to be executed by the processors 10 and 30
may be game programs of the main game. In the present embodiment, the program executed
by the processor 40 may be a transmission program for implementing transmission of
behavior instruction data. In addition, the processor 10 may further execute a viewing
program for implementing the reproduction of a moving image.
[0063] In the present embodiment, the program to be executed by the processor 20 may be
at least one of the game program, the transmission program, and the viewing program.
The processor 20 executes at least one of the game program, the transmission program,
and the viewing program in response to a request from at least one of the user terminal
100, the game play terminal 300, and the transmission terminal 400. The transmission
program and the viewing program may be executed in parallel.
[0064] In other words, the game program may be a program for implementing the game by cooperation
of the user terminal 100, the server 200, and the game play terminal 300. The transmission
program may be a program implementing the transmission of the behavior instruction
data by cooperation of the server 200 and the transmission terminal 400. The viewing
program may be a program for implementing the reproduction of the moving image by
cooperation of the user terminal 100 and the server 200.
[0065] Each of the storages 12, 22, 32, and 42 is an auxiliary storage device. Each of the
storages 12, 22, 32, and 42 is configured by a storage device such as a flash memory
or an HDD (Hard Disk Drive). Each of the storages 12 and 32 stores various types data
regarding the game, for example. The storage 42 stores various types of data regarding
transmission of the behavior instruction data. Further, the storage 12 stores various
types of data regarding the reproduction of the moving image. The storage 22 may store
at least some of various types of data regarding each of the game, the transmission
of the behavior instruction data, and the reproduction of the moving image.
[0066] Each of the communication IFs 13, 23, 33, and 43 controls the sending and reception
of various types of data in the user terminal 100, the server 200, the game play terminal
300, and the transmission terminal 400. Each of the communication IFs 13, 23, 33,
and 43 controls, for example, communication via a wireless LAN (Local Area Network),
Internet communication via a wired LAN, a wireless LAN, or a mobile phone network,
and communication using short-range wireless communication.
[0067] Each of the input/output IFs 14, 24, 34, and 44 are interfaces through which the
user terminal 100, the server 200, the game play terminal 300, and the transmission
terminal 400 receives a data input and outputs the data. Each of the input/output
IFs 14, 24, 34, and 44 may perform input/output of data via a USB (Universal Serial
Bus) or the like. Each of the input/output IFs 14, 24, 34, and 44 may include a physical
button, a camera, a microphone, a speaker, a mouse, a keyboard, a display, a stick,
and a lever. Further, each of the input/output IFs 14, 24, 34, and 44 may include
a connection portion for sending to and receiving from a peripheral device.
[0068] The touch screen 15 is an electronic component in which the input unit 151 and the
display unit 152 (display) are combined. The touch screen 45 is an electronic component
in which the input unit 451 and the display unit 452 are combined. Each of the input
units 151 and 451 is, for example, a touch-sensitive device, and is configured by
a touch pad, for example. Each of the display units 152 and 452 is configured by a
liquid crystal display or an organic EL (Electro-Luminescence) display, for example.
[0069] Each of the input units 151 and 451 has a function of detecting a position where
user's operations (mainly, physical contact operations including a touch operation,
a slide operation, a swipe operation, and a tap operation) are input to an input surface,
and sending information indicating the position as an input signal. Each of the input
units 151 and 451 includes a touch sensor (not shown). The touch sensor may adopt
any one of methods such as a capacitive touch method and a resistive-film touch method.
[0070] Although not shown, the user terminal 100 and the transmission terminal 400 may include
one or more sensors configured to specify a holding posture of the user terminal 100
and a holding posture of the transmission terminal 400, respectively. The sensor may
be, for example, an acceleration sensor or an angular velocity sensor.
[0071] When each of the user terminal 100 and the transmission terminal 400 includes a sensor,
the processors 10 and 40 can specify the holding posture of the user terminal 100
and the holding posture of the transmission terminal 400 from the outputs of the sensors,
respectively, and can perform processing depending on the holding postures. For example,
when the processors 10 and 40 may be vertical screen displays in which a vertically
long images are displayed on the display units 152 and 452 when the user terminal
100 and the transmission terminal 400 are held in a vertical direction, respectively.
On the other hand, when the user terminal 100 and the transmission terminal 400 are
held horizontally, a horizontally long image may be displayed on the display unit
as a horizontal screen display. In this way, the processors 10 and 40 may be able
to switch between a vertical screen display and a horizontal screen display depending
on the holding postures of the user terminal 100 and the transmission terminal 400,
respectively.
<Functional Configuration of System 1>
[0072] Fig. 6 is a block diagram showing functional configurations of the user terminal
100, the server 200, and the HMD set 1000 included in the system 1. Fig. 7 is a block
diagram showing a functional configuration of the transmission terminal 400 shown
in Fig. 6.
[0073] The user terminal 100 has a function as an input device that receives a user's input
operation, and a function as an output device that outputs an image or a sound of
the game. The user terminal 100 functions as a control unit 110 and a storage unit
120 by cooperation of the processor 10, the memory 11, the storage 12, the communication
IF 13, the input/output IF 14, and the touch screen 15.
[0074] The server 200 has a function of mediating the sending and reception of various types
of information between the user terminal 100, the HMD set 1000, and the transmission
terminal 400. The server 200 functions as a control unit 210 and a storage unit 220
by cooperation of the processor 20, the memory 21, the storage 22, the communication
IF 23, and the input/output IF 24.
[0075] The HMD set 1000 (the game play terminal 300) has a function as an input device that
receives a player's input operation, a function as an output device that outputs an
image and a sound of the game, and a function of sending game progress information
to the user terminal 100 via the server 200 in real time. The HMD set 1000 functions
as a control unit 310 and a storage unit 320 by cooperation of the processor 30, the
memory 31, the storage 32, the communication IF 33, and the input/output IF 34 of
the game play terminal 300 with the HMD 500, the HMD sensor 510, the motion sensor
520, and the controller 540.
[0076] The transmission terminal 400 has a function of generating behavior instruction data
and sending the behavior instruction data to the user terminal 100 via the server
200. The transmission terminal 400 functions as a control unit 410 and a storage unit
420 by cooperation of the processor 40, the memory 41, the storage 42, the communication
IF 43, the input/output IF 44, and the touch screen 45.
(Data Stored in Storage Unit of Each Device)
[0077] The storage unit 120 stores a game program 131 (a program), game information 132,
and user information 133. The storage unit 220 stores a game program 231, game information
232, user information 233, and a user list 234. The storage unit 320 stores a game
program 331, game information 332, and user information 333. The storage unit 420
stores a user list 421, a motion list 422, and a transmission program 423 (a program,
a second program).
[0078] The game programs 131, 231, and 331 are game programs to be executed by the user
terminal 100, the server 200, and the HMD set 1000, respectively. The respective devices
operates by cooperation based on the game programs 131, 231, and 331, and thus the
main game is implemented. The game programs 131 and 331 may be stored in the storage
unit 220 and downloaded to the user terminal 100 and the HMD set 1000, respectively.
In the present embodiment, the user terminal 100 performs rendering on the data received
from the transmission terminal 400 in accordance with the game program 131 and reproduces
a moving image. In other words, the game program 131 is also a program for reproducing
the moving image using moving image instruction data transmitted from the transmission
terminal 400. The program for reproducing the moving image may be different from the
game program 131. In this case, the storage unit 120 stores a program for reproducing
the moving image separately from the game program 131.
[0079] The game information 132, 232, and 332 are data used for reference when user terminal
100, the server 200, and the HMD set 1000 execute the game programs, respectively.
Each of the user information 133, 233, and 333 is data regarding a user's account
of the user terminal 100. The game information 232 is the game information 132 of
each of the user terminals 100 and the game information 332 of the HMD set 1000. The
user information 233 is the user information 133 of each of the user terminals 100
and player's user information included in the user information 333. The user information
333 is the user information 133 of each of the user terminals 100 and player's user
information.
[0080] Each of the user list 234 and the user list 421 is a list of users who have participated
in the game. Each of the user list 234 and the user list 421 may include not only
a list of users who have participated in the most recent game play by the player but
also a list of users who have participated in each of game plays before the most recent
game play. The motion list 422 is a list of a plurality of motion data created in
advance. The motion list 422 is, for example, a list in which motion data is associated
with information (for example, a motion name) identifies each motion. The transmission
program 423 is a program for implementing transmission of the behavior instruction
data for reproducing the moving image on the user terminal 100 to the user terminal
100.
(Functional Configuration of Server 200)
[0081] The control unit 210 comprehensively controls the server 200 by executing the game
program 231 stored in the storage unit 220. For example, the control unit 210 mediates
the sending and reception of various types of information between the user terminal
100, the HMD set 1000, and the transmission terminal 400.
[0082] The control unit 210 functions as a communication mediator 211, a log generator 212,
and a list generator 213 in accordance with the description of game program 231. The
control unit 210 can also as other functional blocks (not shown) for the purpose of
mediating the sending and reception of various types of information regarding the
game play and transmission of the behavior instruction data and supporting the progress
of the game.
[0083] The communication mediator 211 mediates the sending and reception of various types
of information between the user terminal 100, the HMD set 1000, and the transmission
terminal 400. For example, the communication mediator 211 sends the game progress
information received from the HMD set 1000 to the user terminal 100. The game progress
information includes data indicating information on movement of the character operated
by the player, parameters of the character, and items and weapons possessed by the
character, and enemy characters. The server 200 sends the game progress information
to the user terminal 100 of all the users who participate in the game. In other words,
the server 200 sends common game progress information to the user terminal 100 of
all the users who participate in the game. Thereby, the game progresses in each of
the user terminals 100 of all the users who participate in the game in the same manner
as in the HMD set 1000.
[0084] Further, for example, the communication mediator 211 sends information received from
any one of the user terminals 100 to support the progress of the game by the player,
to the other user terminals 100 and the HMD set 1000. As an example, the information
may be an item for the player to carry on the game advantageously, and may be item
information indicating an item provided to the player (character). The item information
includes information (for example, a user name and a user ID) indicating the user
who provides the item. Further, the communication mediator 211 may mediate the transmission
of the behavior instruction data from the transmission terminal 400 to the user terminal
100.
[0085] The log generator 212 generates a log for the game progress based on the game progress
information received from the HMD set 1000. The list generator 213 generates the user
list 234 after the end of the game play. Although details will be described below,
each user in the user list 234 is associated with a tag indicating the content of
the support provided to the player by the user. The list generator 213 generates a
tag based on the log for the game progress generated by the log generator 212, and
associates it with the corresponding user. The list generator 213 may associate the
content of the support, which is input by the game operator or the like using a terminal
device such as a personal computer and provided to the player by each user, with the
corresponding user, as a tag. Thereby, the content of the support provided by each
user becomes more detailed. The user terminal 100 sends, based on the user's operation,
the information indicating the user to the server 200 when the users participate in
the game. For example, the user terminal 100 sends a user ID, which is input by the
user, to the server 200. In other words, the server 200 holds information indicating
each user for all the users who participate in the game. The list generator 213 may
generate, using the information, the user list 234.
(Functional Configuration of HMD Set 1000)
[0086] The control unit 310 comprehensively controls the HMD set 1000 by executing the game
program 331 stored in the storage unit 320. For example, the control unit 310 allows
the game to progress in accordance with the game program 331 and the player's operation.
[0087] In addition, the control unit 310 communicates with the server 200 to send and receive
information as needed while the game is in progress. The control unit 310 may send
and receive the information directly to and from the user terminal 100 without using
the server 200.
[0088] The control unit 310 functions as an operation receiver 311, a display controller
312, a UI controller 313, an animation generator 314, a game coordinator 315, a virtual
space controller 316, and a response processor 317 in accordance with the description
of the game program 331. The control unit 310 can also as other functional blocks
(not shown) for the purpose of controlling characters appearing in the game, depending
on the nature of the game to be executed.
[0089] The operation receiver 311 detects and receives the player's input operation. The
operation receiver 311 receives signals input from the HMD 500, the motion sensor
520, and the controller 540, determines what kind of input operation has been performed,
and outputs the result to each component of the control unit 310.
[0090] The UI controller 313 controls user interface (hereinafter, referred to as UI) images
to be displayed on the monitor 51 and the display 530. The UI image is a tool for
the player to make an input necessary for the progress of the game to the HMD set
1000, or a tool for obtaining information, which is output during the progress of
the game, from the HMD set 1000. The UI image is not limited thereto, but includes
icons, buttons, lists, and menu screens, for example.
[0091] The animation generator 314 generates, based on control modes of various objects,
animations showing motions of various objects. For example, the animation generator
314 may generate an animation that expresses a state where an object (for example,
a player's avatar object) moves as if it is there, its mouth moves, or its facial
expression changes.
[0092] The game coordinator 315 controls the progress of the game in accordance with the
game program 331, the player's input operation, and the behavior of the avatar object
corresponding to the input operation. For example, the game coordinator 315 performs
predetermined game processing when the avatar object performs a predetermined behavior.
Further, for example, the game coordinator 315 may receive information indicating
the user's operation on the user terminal 100, and may perform game processing based
on the user's operation. In addition, the game coordinator 315 generates game progress
information depending on the progress of the game, and sends the generated information
to the server 200. The game progress information is sent to the user terminal 100
via the server 200. Thereby, the progress of the game in the HMD set 1000 is shared
in the user terminal 100. In other words, the progress of the game in the HMD set
1000 synchronizes with the progress of the game in the user terminal 100.
[0093] The virtual space controller 316 performs various controls related to the virtual
space provided to the player, depending on the progress of the game. As an example,
the virtual space controller 316 generates various objects, and arranges the objects
in the virtual space. Further, the virtual space controller 316 arranges a virtual
camera in the virtual space. In addition, the virtual space controller 316 produces
the behaviors of various objects arranged in the virtual space, depending on the progress
of the game. Further, the virtual space controller 316 controls the position and inclination
of the virtual camera arranged in the virtual space, depending on the progress of
the game.
[0094] The display controller 312 outputs a game screen reflecting the processing results
executed by each of the above-described components to the monitor 51 and the display
530. The display controller 312 may display an image based on a field of view from
the virtual camera arranged in the virtual space, on the monitor 51 and the display
530 as a game screen. Further, the display controller 312 may include the animation
generated by the animation generator 314 in the game screen. Further, the display
controller 312 may draw the above-described UI image, which is controlled by the UI
controller 313, in a manner of being superimposed on the game screen.
[0095] The response processor 317 receives a feedback regarding a response of the user of
the user terminal 100 to the game play of the player, and outputs the feedback to
the player. In the present embodiment, for example, the user terminal 100 can create,
based on the user's input operation, a comment (message) directed to the avatar object.
The response processor 317 receives comment data of the comment and outputs the comment
data. The response processor 317 may display text data corresponding to the comment
of the user on the monitor 51 and the display 530, or may output sound data corresponding
to the comment of the user from a speaker (not shown). In the former case, the response
processor 317 may draw an image corresponding to the text data (that is, an image
including the content of the comment) in a manner of being superimposed on the game
screen.
(Functional Configuration of User Terminal 100)
[0096] The control unit 110 comprehensively controls the user terminal 100 by executing
the game program 131 stored in the storage unit 120. For example, the control unit
110 controls the progress of the game in accordance with the game program 131 and
the user's operation. In addition, the control unit 110 communicates with the server
200 to send and receive information as needed while the game is in progress. The control
unit 110 may send and receive the information directly to and from the HMD set 1000
without using the server 200.
[0097] The control unit 110 functions as an operation receiver 111, a display controller
112, a UI controller 113, an animation generator 114, a game coordinator 115, a virtual
space controller 116, and a moving image reproducer 117 in accordance with the description
of the game program 131. The control unit 110 can also as other functional blocks
(not shown) for the purpose of progressing the game, depending on the nature of the
game to be executed.
[0098] The operation receiver 111 detects and receives the user's input operation with respect
to the input unit 151. The operation receiver 111 determines what kind of input operation
has been performed from the action exerted by the user on a console via the touch
screen 15 and another input/output IF 14, and outputs the result to each component
of the control unit 110.
[0099] For example, the operation receiver 111 receives an input operation for the input
unit 151, detects coordinates of an input position of the input operation, and specifies
a type of the input operation. The operation receiver 111 specifies, for example,
a touch operation, a slide operation, a swipe operation, and a tap operation as the
type of the input operation. Further, the operation receiver 111 detects that the
contact input is released from the touch screen 15 when the continuously detected
input is interrupted.
[0100] The UI controller 113 controls a UI image to be displayed on the display unit 152
to construct a UI according to at least one of the user's input operation and the
received game progress information. The UI image is a tool for the user to make an
input necessary for the progress of the game to the user terminal 100, or a tool for
obtaining information, which is output during the progress of the game, from the user
terminal 100. The UI image is not limited thereto, but includes icons, buttons, lists,
and menu screens, for example.
[0101] The animation generator 114 generates, based on control modes of various objects,
animations showing motions of various objects.
[0102] The game coordinator 115 controls the progress of the game in accordance with the
game program 131, the received game progress information, and the user's input operation.
When predetermined processing is performed by the user's input operation, the game
coordinator 115 sends information on the game processing to the HMD set 1000 via the
server 200. Thereby, the predetermined game processing is shared in the HMD set 1000.
In other words, the progress of the game in the HMD set 1000 synchronizes with the
progress of the game in the user terminal 100. The predetermined game processing is,
for example, processing of providing an item to an avatar object, and in this example,
information on the game processing is the item information described above.
[0103] The virtual space controller 116 performs various controls related to the virtual
space provided to the user, depending on the progress of the game. As an example,
the virtual space controller 116 generates various objects, and arranges the objects
in the virtual space. Further, the virtual space controller 116 arranges a virtual
camera in the virtual space. In addition, the virtual space controller 116 produces
the behaviors of the various objects arranged in the virtual space, depending on the
progress of the game, specifically, depending on the received game progress information.
Further, the virtual space controller 316 controls position and inclination of the
virtual camera arranged in the virtual space, depending on the progress of the game,
specifically, the received game progress information.
[0104] The display controller 112 outputs a game screen reflecting the processing results
executed by each of the above-described components to the display unit 152. The display
controller 112 may display an image based on a field of view from the virtual camera
arranged in the virtual space provided to the user, on the display unit 152 as a game
screen. Further, the display controller 112 may include the animation generated by
the animation generator 114 in the game screen. Further, the display controller 112
may draw the above-described UI image, which is controlled by the UI controller 113,
in a manner of being superimposed on the game screen. In any case, the game screen
displayed on the display unit 152 is the game screen as the game screen displayed
on the other user terminal 100 and the HMD set 1000.
[0105] The moving image reproducer 117 performs analysis (rendering) on the behavior instruction
data received from the transmission terminal 400, and reproduces the moving image.
(Functional Configuration of Transmission Terminal 400)
[0106] The control unit 410 comprehensively controls the transmission terminal 400 by executing
a program (not shown) stored in the storage unit 420. For example, the control unit
410 generates behavior instruction data in accordance with the program and the operation
of the user (the player in the present embodiment) of the transmission terminal 400,
and transmits the generated data to the user terminal 100. Further, the control unit
410 communicates with the server 200 to send and receive information as needed. The
control unit 410 may send and receive the information directly to and from the user
terminal 100 without using the server 200.
[0107] The control unit 410 functions as a control unit 411, a display controller 412, an
operation receiver 413, a sound receiver 414, a motion specifier 415, and a behavior
instruction data generator 416 in accordance with the description of the program.
The control unit 410 can also function as other functional blocks (not shown) for
the purpose of generating and transmitting behavior instruction data.
[0108] The communication controller 411 controls the sending and reception of information
to and from the server 200 or the user terminal 100 via the server 200. The communication
controller 411 receives the user list 421 from the server 200 as an example. Further,
the communication controller 411 sends the behavior instruction data to the user terminal
100 as an example.
[0109] The display controller 412 outputs various screens, which reflects results of the
processing executed by each component, to the display unit 452. The display controller
412 displays a screen including the received user list 234 as an example. Further,
as an example, the display controller 412 displays a screen including the motion list
422 for enabling the player to select motion data included in the behavior instruction
data to be transmitted for use in production of the behavior of an avatar object.
[0110] The operation receiver 413 detects and receives the player's input operation with
respect to the input unit 151. The operation receiver 111 determines what kind of
input operation has been performed from the action exerted by the user on a console
via the touch screen 45 and another input/output IF 44, and outputs the result to
each component of the control unit 410.
[0111] For example, the operation receiver 413 receives an input operation for the input
unit 451, detects coordinates of an input position of the input operation, and specifies
a type of the input operation. The operation receiver 413 specifies, for example,
a touch operation, a slide operation, a swipe operation, and a tap operation as the
type of the input operation. Further, the operation receiver 413 detects that the
contact input is released from the touch screen 45 when the continuously detected
input is interrupted.
[0112] The sound receiver 414 receives a sound generated around the transmission terminal
400, and generates sound data of the sound. As an example, the sound receiver 414
receives a sound output by the player and generates sound data of the sound.
[0113] The motion specifier 415 specifies the motion data selected by the player from the
motion list 422 in accordance with the player's input operation.
[0114] The behavior instruction data generator 416 generates behavior instruction data.
As an example, the behavior instruction data generator 416 generates behavior instruction
data including the generated sound data and the specified motion data.
[0115] The functions of the HMD set 1000, the server 200, and the user terminal 100 shown
in Fig. 6 and the function of the transmission terminal 400 shown in Fig. 7 are merely
examples. Each of the HMD set 1000, the server 200, the user terminal 100, and the
transmission terminal 400 may have at least some of functions provided by other devices.
Further, another device other than the HMD set 1000, the server 200, the user terminal
100, and the transmission terminal 400 may be used as a component of the system 1,
and another device may be made to execute some of the processing in the system 1.
In other words, the computer, which executes the game program in the present embodiment,
may be any of the HMD set 1000, the server 200, the user terminal 100, the transmission
terminal 400, and other devices, or may be implemented by a combination of these plurality
of devices.
<Control Processing of Virtual Space>
[0116] Fig. 8 is a flowchart showing an example of a flow of control processing of the virtual
space provided to the player and the virtual space provided to the user of the user
terminal 100. Figs. 9A and 9B are diagrams showing a virtual space 600A provided to
the player and a field-of-view image visually recognized by the player according to
an embodiment. Figs. 10A and 10B are diagrams showing a virtual space 600B provided
to the user of the user terminal 100 and a field-of-view image visually recognized
by the user according to an embodiment. Hereinafter, the virtual spaces 600A and 600B
are described as "virtual spaces 600" when being not necessary to be distinguished
from each other.
[0117] In step S1, the processor 30 functions as the virtual space controller 316 to define
the virtual space 600A shown in Fig. 9A. The processor 30 defines the virtual space
600A using virtual space data (not shown). The virtual space data may be stored in
the game play terminal 300, may be generated by the processor 30 in accordance with
the game program 331, or may be acquired by the processor 30 from the external device
such as the server 200.
[0118] As an example, the virtual space 600 has an all-celestial sphere structure that covers
the entire sphere in a 360-degree direction around a point defined as a center. In
Figs. 9A and 10A, an upper half of the virtual space 600 is illustrated as a celestial
sphere not to complicate the description.
[0119] In step S2, the processor 30 functions as the virtual space controller 316 to arrange
an avatar object (character) 610 in the virtual space 600A. The avatar object 610
is an avatar object associated with the player, and behaves in accordance with the
player's input operation.
[0120] In step S3, the processor 30 functions as the virtual space controller 316 to arrange
other objects in the virtual space 600A. In the example of Figs. 9A and 9B, the processor
30 arranges objects 631 to 634. Examples of other objects may include character objects
(so-called non-player characters, NPC) that behaves in accordance with the game program
331, operation objects such as virtual hands, and objects that imitate animals, plants,
artificial objects, or natural objects that are arranged depending on the progress
of the game.
[0121] In step S4, the processor 30 functions as the virtual space controller 316 to arrange
a virtual camera 620A in the virtual space 600A. As an example, the processor 30 arranges
the virtual camera 620A at a position of the head of the avatar object 610.
[0122] In step S5, the processor 30 displays a field-of-view image 650 on the monitor 51
and the display 530. The processor 30 defines a field-of-view area 640A, which is
a field of view from the virtual camera 620A in the virtual space 600A, in accordance
with an initial position and an inclination of the virtual camera 620A. Then, the
processor 30 defines a field-of-view image 650 corresponding to the field-of-view
area 640A. The processor 30 outputs the field-of-view image 650 to the monitor 51
and the display 530 to allow the HMD 500 and the display 530 to display the field-of-view
image 650.
[0123] In the example of Figs. 9A and 9B, as shown in Fig. 9A, since a part of the object
634 is included in the field-of-view area 640A, the field-of-view image 650 includes
a part of the object 634 as shown in Fig. 9B.
[0124] In step S6, the processor 30 sends initial arrangement information to the user terminal
100 via the server 200. The initial arrangement information is information indicating
initial arrangement positions of various objects in the virtual space 600A. In the
example of Figs. 9A and 9B, the initial arrangement information includes information
on initial arrangement positions of the avatar object 610 and the objects 631 to 634.
The initial arrangement information can also be expressed as one of the game progress
information.
[0125] In step S7, the processor 30 functions as the virtual space controller 316 to control
the virtual camera 620A depending on the movement of the HMD 500. Specifically, the
processor 30 controls the direction and inclination of the virtual camera 620A depending
on the movement of the HMD 500, that is, the posture of the head of the player. As
will be described below, the processor 30 moves the head of the player (changes the
posture of the head) and moves a head of the avatar object 610 in accordance with
such movement. The processor 30 controls the direction and inclination of the virtual
camera 620A such that a direction of the line of sight of the avatar object 610 coincides
with a direction of the line of sight of the virtual camera 620A. In step S8, the
processor 30 updates the field-of-view image 650 in response to changes in the direction
and inclination of the virtual camera 620A.
[0126] In step S9, the processor 30 functions as the virtual space controller 316 to move
the avatar object 610 depending on the movement of the player. As an example, the
processor 30 moves the avatar object 610 in the virtual space 600A as the player moves
in the real space. Further, the processor 30 moves the head of the avatar object 610
in the virtual space 600A as the head of the player moves in the real space.
[0127] In step S10, the processor 30 functions as the virtual space controller 316 to move
the virtual camera 620A to follow the avatar object 610. In other words, the virtual
camera 620A is always located at the head of the avatar object 610 even when the avatar
object 610 moves.
[0128] The processor 30 updates the field-of-view image 650 depending on the movement of
the virtual camera 620A. In other words, the processor 30 updates the field-of-view
area 640A depending on the posture of the head of the player and the position of the
virtual camera 620A in the virtual space 600A. As a result, the field-of-view image
650 is updated.
[0129] In step S11, the processor 30 sends the behavior instruction data of the avatar object
610 to the user terminal 100 via the server 200. The behavior instruction data herein
includes at least one of motion data that takes the motion of the player during a
virtual experience (for example, during a game play), sound data of a sound output
by the player, and operation data indicating the content of the input operation to
the controller 540. When the player is playing the game, the behavior instruction
data is sent to the user terminal 100 as game progress information, for example.
[0130] Processes of steps S7 to S11 are consecutively and repeatedly executed while the
player is playing the game.
[0131] In step S21, the processor 10 of the user terminal 100 of a user 3 functions as the
virtual space controller 116 to define a virtual space 600B shown in Fig. 10A. The
processor 10 defines a virtual space 600B using virtual space data (not shown). The
virtual space data may be stored in the user terminal 100, may be generated by the
processor 10 based on the game program 131, or may be acquired by the processor 10
from an external device such as the server 200.
[0132] In step S22, the processor 10 receives initial arrangement information. In step S23,
the processor 10 functions as the virtual space controller 116 to arrange various
objects in the virtual space 600B in accordance with the initial arrangement information.
In the example of Figs. 10A and 10B, various objects are an avatar object 610 and
objects 631 to 634.
[0133] In step S24, the processor 10 functions as the virtual space controller 116 to arrange
a virtual camera 620B in the virtual space 600B. As an example, the processor 10 arranges
the virtual camera 620B at the position shown in Fig. 10A.
[0134] In step S25, the processor 10 displays a field-of-view image 660 on the display unit
152. The processor 10 defines a field-of-view area 640B, which is a field of view
from the virtual camera 620B in the virtual space 600B, in accordance with an initial
position and an inclination of the virtual camera 620B. Then, the processor 10 defines
a field-of-view image 660 corresponding to the field-of-view area 640B. The processor
10 outputs the field-of-view image 660 to the display unit 152 to allow the display
unit 152 to display the field-of-view image 660.
[0135] In the example of Figs. 10A and 10B, since the avatar object 610 and the object 631
are included in the field-of-view area 640B as shown in Fig. 10A, the field-of-view
image 660 includes the avatar object 610 and the object 631 as shown in Fig. 10B.
[0136] In step S26, the processor 10 receives the behavior instruction data. In step S27,
the processor 10 functions as the virtual space controller 116 to move the avatar
object 610 in the virtual space 600B in accordance with the behavior instruction data.
In other words, the processor 10 reproduces a video in which the avatar object 610
is behaving, by real-time rendering.
[0137] In step S28, the processor 10 functions as the virtual space controller 116 to control
the virtual camera 620B in accordance with the user's operation received when functioning
as the operation receiver 111. In step S29, the processor 10 updates the field-of-view
image 660 depending on changes in the position of the virtual camera 620B in the virtual
space 600B and the direction and inclination of the virtual camera 620B. In step S28,
the processor 10 may automatically control the virtual camera 620B depending on the
movement of the avatar object 610, for example, the change in the movement and direction
of the avatar object 610. For example, the processor 10 may automatically move the
virtual camera 620B or change its direction and inclination such that the avatar object
610 is always captured from the front. As an example, the processor 10 may automatically
move the virtual camera 620B or change its direction and inclination such that the
avatar object 610 is always captured from the rear in response to the movement of
the avatar object 610.
[0138] As described above, the avatar object 610 behaves in the virtual space 600A depending
on the movement of the player. The behavior instruction data indicating the behavior
is sent to the user terminal 100. In the virtual space 600B, the avatar object 610
behaves in accordance with the received behavior instruction data. Thereby, the avatar
object 610 performs the same behavior in the virtual space 600A and the virtual space
600B. In other words, the user 3 can visually recognize the behavior of the avatar
object 610 depending on the behavior of the player using the user terminal 100.
<Overview of Game>
[0139] Figs. 11A to 11D are diagrams showing another example of the field-of-view image
displayed on the user terminal 100. Specifically, Fig. 11 is a diagram showing an
example of a game screen of a game (main game) to be executed by the system 1 in which
the player is playing.
[0140] The main game is a game in which the avatar object 610 who operates weapons, for
example, guns and knives and a plurality of enemy objects 671 who is NPC appear in
the virtual space 600 and the avatar object 610 fights against the enemy objects 671.
Various game parameters, for example, a physical strength of the avatar object 610,
the number of usable magazines, the number of remaining bullets of the gun, and the
number of remaining enemy objects 671 are updated depending on the progress of the
game.
[0141] A plurality of stages are prepared in the main game, and the player can clear the
stage by establishing predetermined achievement conditions associated with each stage.
Examples of the predetermined achievement conditions may include conditions established
by defeating all the appearing enemy objects 671, defeating a boss object among the
appearing enemy objects 671, acquiring a predetermined item, and reaching a predetermined
position. The achievement conditions are defined in the game program 131. In the main
game, the player clears the stage when the achievement conditions are established
depending on the content of the game, in other words, a win of the avatar object 610
against the enemy objects 671 (win or loss between the avatar object 610 and the enemy
object 671) is determined. On the other hand, for example, when the game executed
by the system 1 is a racing game, the ranking of the avatar object 610 is determined
when a condition is established that the avatar object reaches a goal.
[0142] In the main game, the game progress information is live transmitted to the plurality
of user terminals 100 at predetermined time intervals in order to share the virtual
space between the HMD set 1000 and the plurality of user terminals 100. As a result,
on the touch screen 15 of the user terminal 100 on which the user watches the game,
a field-of-view image of the field-of-view area defined by the virtual camera 620B
corresponding to the user terminal 100 is displayed. Further, on an upper right side
and an upper left side of the field-of-view image, parameter images showing the physical
strength of the avatar object 610, the number of usable magazines, the number of remaining
bullets of the gun, and the number of remaining enemy objects 671 are displayed in
a manner of being superimposed. The field-of-view image can also be expressed as a
game screen.
[0143] As described above, the game progress information includes motion data that takes
the behavior of the player, sound data of a sound output by the player, and operation
data indicating the content of the input operation to the controller 540. These data
are, that is, information for specifying the position, posture, and direction of the
avatar object 610, information for specifying the position, posture, and direction
of the enemy object 671, and information for specifying the position of other objects
(for example, obstacle objects 672 and 673). The processor 10 specifies the position,
posture, and direction of each object by analyzing (rendering) the game progress information.
[0144] The game information 132 includes data of various objects, for example, the avatar
object 610, the enemy object 671, and the obstacle objects 672 and 673. The processor
10 uses the data and the analysis result of the game progress information to update
the position, posture, and direction of each object. Thereby, the game progresses,
and each object in the virtual space 600B moves in the same manner as each object
in the virtual space 600A. Specifically, in the virtual space 600B, each object including
the avatar object 610 behaves in accordance with the game progress information regardless
of whether the user operates the user terminal 100.
[0145] On the touch screen 15 of the user terminal 100, as an example, UI images 701 and
702 are displayed in a manner of being superimposed on the field-of-view image. The
UI image 701 is an UI image that receives an operation for controlling the touch screen
15 to display an UI image 711 that receives an item-supply operation for supporting
the avatar object 610 from the user 3. The UI image 702 is an UI image that receives
an operation for controlling the touch screen 15 to display an UI image (to be described
below) receives an operation for inputting and sending a comment for the avatar object
610 (in other words, a player 4) from the user 3. The operation received by the UI
images 701 and 702 may be, for example, an operation of tapping the UI images 701
and 702.
[0146] When the UI image 701 is tapped, the UI image 711 is displayed in a manner of being
superimposed on the field-of-view image. The UI image 711 includes, for example, a
UI image 711A on which a magazine icon is drawn, a UI image 711B on which a first-aid
kit icon is drawn, a UI image 711C on which a triangular cone icon is drawn, and a
UI image 711D on which a barricade icon is drawn. The item-supply operation corresponds
to an operation of tapping any UI image, for example.
[0147] As an example, when the UI image 711A is tapped, the number of remaining bullets
of the gun used by the avatar object 610 increases. When the UI image 711B is tapped,
the physical strength of the avatar object 610 is restored. When the UI images 711C
and 711D are tapped, the obstacle objects 672 and 673 are arranged in the virtual
space to obstruct the movement of the enemy object 671. One of the obstacle objects
672 and 673 may obstruct the movement of the enemy object 671 more than the other
obstacle object.
[0148] The processor 10 sends item-supply information indicating that the item-supply operation
has been performed, to the server 200. The item-supply information includes at least
information for specifying a type of the item specified by the item-supply operation.
The item-supply information may include another information on the item such as information
indicating a position where the item is arranged. The item-supply information is sent
to another user terminal 100 and the HMD set 1000 via the server 200.
[0149] Figs. 12A to 12D are diagrams showing another example of the field-of-view image
displayed on the user terminal 100. Specifically, Fig. 12 is a diagram showing an
example of a game screen of the main game, and is a diagram for illustrating a communication
between the player and user terminal 100 during the game play.
[0150] In a case of Fig. 12A, the user terminal 100 produces a speech 691 of the avatar
object 610. Specifically, the user terminal 100 produces the speech 691 of the avatar
object 610 on the basis of the sound data included in the game progress information.
The content of the speech 691 is "OUT OF BULLETS!" output by a player 4. In other
words, the content of the speech 691 is to inform each user that there is no magazine
(0) and the number of bullets loaded in the gun is 1, so that a means for attacking
the enemy object 671 is likely to be lost.
[0151] In Fig. 12A, a balloon is used to visually indicate the speech of the avatar object
610, but the sound is output by the speaker of the user terminal 100 in fact. In addition
to the output of the sound, the balloon shown in Fig. 12A (that is, the balloon including
a text of the sound content) may be displayed in the field-of-view image. This also
applies to a speech 692 to be described below.
[0152] Upon reception of the tap operation on the UI image 702, the user terminal 100 displays
UI images 705 and 706 (message UI) in a manner of being superimposed on the field-of-view
image as shown in Fig. 12B. The UI image 705 is a UI image on which a comment on the
avatar object 610 (in other words, the player) is displayed. The UI image 706 is a
UI image that receives a comment-sending operation from the user 3 in order to send
the input comment.
[0153] As an example, upon reception of the tap operation on the UI image 705, the user
terminal 100 controls the touch screen 15 to display a UI image (not shown, hereinafter
simply referred to as "keyboard") imitating a keyboard. The user terminal 100 controls
the UI image 705 to display a text corresponding to the user's input operation on
the keyboard. In the example of Fig. 12B, the text "I'll SEND YOU A MAGAZINE" is displayed
on the UI image 705.
[0154] As an example, upon reception of the tap operation on the UI image 706 after the
text is input, the user terminal 100 sends comment information including information
indicating the input content (text content) and information indicating the user, to
the server 200. The comment information is sent to another user terminal 100 and HMD
set 1000 via the server 200.
[0155] A UI image 703A is a UI image indicating a user name of the user who sends the comment,
and a UI image 704A is a UI image indicating a content of the comment sent by the
user. In the example of Fig. 12B, a user with the user name "BBBBB" uses his/her own
user terminal 100 to send comment information having the content "watch out!", whereby
the UI image 703A and the UI image 704A are displayed. The UI image 703A and the UI
image 704A are displayed on the touch screen 15 of all the user terminals 100 participating
in the main game and the monitor 51 of the HMD 500. The UI image 703A and the 704A
may be one UI image. In other words, one UI image may include the user name and the
content of the comment.
[0156] In an example of Fig. 12C, a user with the user name "AAAAA", who is the user of
the user terminal 100 shown in Figs. 12A to 12D, inputs and sends a comment as described
above, whereby UI images 703B and 704B are displayed on the touch screen 15. The UI
image 703B contains the user name "AAAAA", and the UI image 704B contains the comment
"I'll SEND YOU A MAGAZINE!" input in the example of Fig. 12B.
[0157] Further, the example of Fig. 12C shows a field-of-view image 611 in which the user
"AAAAA" further inputs a tap operation to the UI image 701 and displays the UI image
711 on the touch screen 15 and the input of the tap operation to the UI image 711A
is completed. In other words, item-supply information indicating a magazine is sent
from the user terminal 100 of the user "AAAAA" to another user terminal 100 and the
HMD set 1000, and as a result, the user terminal 100 and the HMD set 1000 arrange
a presentment object 674 (to be described below) in the virtual space 600. As an example,
the user terminal 100 and the HMD set 1000 executes a presentment related to the presentment
object 674 after the elapsed time indicated in the item-supply information has elapsed,
and executes processing of arousing the effect of the item object.
[0158] In an example of Fig. 12D, the number of magazines is increased from 0 to 1 by execution
of the processing of arousing the effect of the item object. As a result, the player
speaks the phrase "thank you!" to the user "AAAAA", and sound data of the speech is
sent to each of the user terminals 100. Thereby, each of the user terminals 100 outputs
the sound "than you!" as a speech 692 of the avatar object 610.
[0159] As described above, the communication between the user and the avatar object 610
is achieved in the main game by both the input of the comment of each user and the
output of the speech sound of the avatar object 610 based on the speech of the player.
(Game Progress Processing in Game Play Terminal 300)
[0160] Fig. 13 is a flowchart showing an example of a flow of game progress processing to
be executed by the game play terminal 300.
[0161] In step S31, the processor 30 functions as the game coordinator 315 to control the
progress of the game in accordance with the game program 331 and the movement of the
player. In step S32, the processor 30 generates game progress information and transmits
the generated information to user terminal 100. Specifically, the processor 30 sends
the generated game progress information to each of the user terminals 100 via the
server 200.
[0162] In step S33, upon receiving item-supply information (YES in S33), the processor 30
arranges item objects in the virtual space 600A based on the item-supply information
in step S34. As an example, the processor 30 arranges the presentment object 674 in
the virtual space 600A before the arrangement of the item objects (see Fig. 11C).
The presentment object 674 may be, for example, an object imitating a present box.
As an example, the processor 30 may execute the presentment related to the to the
presentment object 674 after the elapsed time indicated in the item-supply information
has elapsed. The presentment may be, for example, an animation in which a lid of the
present box opens. The processor 30 executes processing for arousing the effect of
the item object after executing the animation. For example, in the example of Fig.
11D, the obstacle object 673 is arranged.
[0163] The processor 30 may arrange the item object corresponding to the tapped UI image
in the virtual space 600A after executing the animation. For example, when a tap operation
is performed on the UI image 711A, the processor 30 arranges the magazine object indicating
the magazine in the virtual space 600A after executing the animation. In addition,
when a tap operation is performed on the UI image 711B, the processor 30 arranges
the first-aid kit object indicating the first-aid kit in the virtual space 600A after
executing the animation. The processor 30 may execute the processing of arousing the
effect of the magazine object or the first-aid kit object when the avatar object 610
moves to the position of the magazine object or the first-aid kit object, for example.
[0164] The processor 30 continues and repeats the processes of steps S31 to S34 until the
game is over. When the game is over, for example, when the player inputs a predetermined
input operation for the end of the game (YES in step S35), the processing shown in
Fig. 13 ends.
(Game Progress Processing in User Terminal 100)
[0165] Fig. 14 is a flowchart showing an example of a flow of game progress processing to
be executed by the user terminal 100.
[0166] In step S41, the processor 10 receives the game progress information. In step S42,
the processor 10 functions as the game coordinator 115 to control the progress of
the game in accordance with the game progress information.
[0167] In step S43, when the processor 10 receives the item-supply operation from the user
3 (YES in step S43), the processor 10 spends virtual currency and arranges the presentment
object 674 in the virtual space 600B in step S44. Here, the virtual currency may be
purchased (charged for the main game) when the user 3 performs a predetermined operation
on the processor 10 before or during the participation in the game, or may be given
to the user 3 when predetermined conditions are satisfied. The predetermined conditions
may be those that require participation in the main game such as clearing a quest
in the main game, or those that do not require participation in the main game such
as answering a questionnaire. As an example, the amount of virtual currency (holding
amount of virtual currency) is stored in the user terminal 100 as game information
132.
[0168] In step S45, the processor 10 sends the item-supply information to the server 200.
The item-supply information is sent to the game play terminal 300 via the server 200.
[0169] The processor 10 arranges item objects in the virtual space 600A when a predetermined
time elapses after the arrangement of the presentment object 674. In the example of
Figs. 11A to 11D, the obstacle object 673 is arranged. In other words, when the user
3 inputs a tap operation to the UI image 711C, a predetermined amount of virtual currency
is spent and the obstacle object 673 is arranged.
[0170] The processor 10 continues and repeats the processes of steps S41 to S45 when the
game is over. When the game is over, for example, when the player inputs a predetermined
input operation for the end of the game or when the user 3 performs a predetermined
input operation for leaving in the middle of the game (YES in step S46), the processing
shown in Fig. 14 ends.
(Game Progress Processing in Server 200)
[0171] Fig. 15 is a flowchart showing an example of a flow of game progress processing to
be executed by the server 200.
[0172] In step S51, the processor 20 receives the game progress information from the game
play terminal 300. In step S52, the processor 20 functions as the log generator 212
to update a game progress log (hereinafter, a play log). As an example, the play log
is generated by the processor 20 when the initial arrangement information is received
from the game play terminal 300.
[0173] In step S53, the processor 20 sends the received game progress information to each
of the user terminals 100.
[0174] In step S54, when the item-supply information is received from any user terminal
100 (YES in step S54), the processor 20 functions as the log generator 212 to update
the play log in step S55. In step S56, the processor 20 sends the received item-supply
information to the game play terminal 300.
[0175] The processor 20 continues and repeats the processes of steps S51 to S56 until the
game is over. When the game is over, for example, when information indicating the
game over is received from the game play terminal 300 (YES in step S57), the processor
20 functions as the list generator 213 to generate a list of users (user list 234),
who participate in the game, from the play log in step S58. The processor 20 stores
the generated user list 234 in the server 200.
[0176] Fig. 16 is a diagram showing a specific example of the user list 234. A "user" column
stores information (for example, a user name) indicating users who participate in
the game. A "tag" column stores information (tag) generated based on the support performed
on the player by each user. In the example of Fig. 16, tags not having square brackets
in tags stored in the "tag" column are information automatically generated by the
processor 20, and tags having square brackets are information manually input by the
operator of the game.
[0177] In the example of Fig. 16, the user "AAAAA" is associated with the information: A
MAGAZINE, 10 F, A BOSS, and "WINNING AGAINST THE BOSS BECAUSE OF GIFT OF THE MAGAZINE".
This indicates that the user "AAAAA" supplies a magazine, for example, in a battle
against a boss on a stage of a 10th floor and the avatar object 610 wins the boss
with bullets of the supplied magazine.
[0178] In addition, the user "BBBBB" is associated with the information: A FIRST-AID KIT,
3 F, ZAKO, and "RESTORATION IMMEDIATELY BEFORE GAME OVER". This indicates that the
user "BBBBB" supplies a first-aid kit, for example, in a battle against a Zako enemy
on a stage of a 3rd floor, and as a result, that the physical strength of the avatar
object 610 is restored immediately before the physical strength becomes 0 (becomes
game over).
[0179] In addition, the user "CCCCC" is associated with the information: A BARRICADE, 5
F, ZAKO, and "STOP TWO ZOMBIES FROM COMING HERE USING BARRICADE". This indicates that
the user "CCCCC" supplies a barricade (obstacle object 672 in Figs. 11A to 11D), for
example, in a battle against a Zako enemy on a stage of a 5th floor, and as a result,
succeeds in making two Zako enemies stuck.
[0180] In the example of Fig. 16, one support provided is associated with the user name
of each user 3, but a tag for each of the multiple times of support can be associated
with the user name of the user 3 who has performed the support several times. It is
preferable that the respective tags are distinguished from one another in the user
list 234. Thereby, after the game over, the player who refers to the user list 421
using the transmission terminal 400 can accurately grasp the content of each support.
<Transmission of Behavior Instruction Data>
(Transmission Processing in Transmission Terminal 400)
[0181] Fig. 17 is a flowchart showing an example of a flow of transmission processing by
the transmission terminal 400. Figs. 18A and 18B are diagrams showing a specific example
of a screen displayed on the transmission terminal 400. Fig. 19 is a diagram showing
another specific example of the screen displayed on the transmission terminal.
[0182] In step S61, the processor 40 functions as the operation receiver 413 to receive
a first operation for displaying the list (user list 234) of users who participate
in the game. A download screen 721 shown in Fig. 18A is a screen for downloading the
user list 234 from the server 200 and controlling the display unit 452 to display
it. As an example, the download screen 721 is a screen to be displayed immediately
after a start operation of an application for executing the transmission processing
shown in Fig. 17 is input to the transmission terminal 400.
[0183] The download screen 721 includes UI images 722 and 723 as an example. The UI image
722 receives an operation for downloading the user list 234, that is, the first operation.
The first operation may be, for example, an operation for tapping the UI image 722.
The UI image 723 receives an operation for terminating the application. Such an operation
may be, for example, an operation for tapping the UI image 723.
[0184] Upon reception of the tap operation on the UI image 722, the processor 40 functions
as the communication controller 411 to acquire (receive) the user list 234 from the
server 200 in step S62. In step S63, the processor 40 functions as the display controller
412 to control the display unit 452 to display the user list 234. Specifically, the
processor 40 controls the display unit 452 to display a user list screen generated
based on the user list 234. As an example, the user list screen may be a user list
screen 731 shown in Fig. 18B. The user list screen 731 includes record images corresponding
to respective records in the user list 234. In the example of Fig. 18B, record images
732A to 732C are described as the record images, but the number of record images is
not limited to three. In the example of Fig. 18B, when the number of records in the
user list 234 is greater than 3 (that is, when the number of users participating in
the game is greater than 3), the player can control the display unit 452 to display
another record image by, for example, inputting an operation of scrolling the screen
(for example, a drag operation or a flick operation) to the touch screen 45.
[0185] As an example, the record images 732A to 732C include user names 733A to 733C, tag
information 734A to 734C, and icons 735A to 735C, respectively. Hereinafter, the record
images 732A to 732C, the user names 733A to 733C, the tag information 734A to 734C,
and the icons 735A to 735C are a "record image 732", a "user name 733", "tag information
734", and an "icon 735", respectively, when being not necessary to be distinguished
from one another.
[0186] The user name 733 is information indicating each of users who participate in the
game stored in the "user" column in the user list 234. The tag information 734 is
information indicating a tag associated with each of users who participate in the
game in the user list 234. For example, the record image 732A includes "AAAAA" as
the user name 733A. Therefore, the record image 732A includes, as the tag information
734A, the information associated with the "AAAAA" in the user list 234: A MAGAZINE,
10 F, A BOSS, and "WINNING AGAINST THE BOSS BECAUSE OF GIFT OF THE MAGAZINE". The
icon 735 is, for example, an image set in advance by the user.
[0187] The processor 40 may store the received user list in the transmission terminal 400
(in the user list 421 of Fig. 7). The download screen 721 may include a UI image (not
shown) for displaying the user list 421 on the display unit 452. In this example,
when the UI image is tapped, the processor 40 reads the user list 421 without downloading
the user list 234, generates a user list screen from the user list 421, and controls
the display unit 452 to display the generated user list screen.
[0188] In step S64, the processor 40 functions as the operation receiver 413 to receive
a second operation for selecting any of the users included in the user list screen
731. As an example, the second operation may be an operation of tapping any of the
record images 732 on the user list screen 731. In the example of Fig. 18B, the player
inputs a tap operation to the record image 732A. In other words, the player selects
the user "AAAAA" as a user who transmits the behavior instruction data.
[0189] Upon reception of the tap operation on the record image 732, the processor 40 functions
as the display controller 412 to control the display unit 452 to display the motion
list 422. Specifically, the processor 40 controls the display unit 452 to display
a motion list screen generated based on the motion list 422. As an example, the motion
list screen may be a motion list screen 741 shown in Fig. 19. The motion list screen
741 includes record images corresponding to respective records in the motion list
422. In the example of Fig. 19, record images 742A to 742C are described as the record
images, but the number of record images is not limited to three. In the example of
Fig. 19, when the number of records in the motion list 422 is greater than 4, the
player can control the display unit 452 to display another record image by, for example,
inputting an operation of scrolling the screen (for example, a drag operation or a
flick operation) to the touch screen 45.
[0190] As an example, the record images 742A to 742C include motion names 743A to 743C,
motion images 744A to 744C, and UI images 745A to 745C, respectively. Hereinafter,
the record images 742A to 742C, the motion names 743A to 743C, the motion images 744A
to 744C, and the UI images 745A to 745C are a "record image 7432", a "motion name
743", a "motion image 744", and a "UI image 745", respectively, when being not necessary
to be distinguished from one another.
[0191] The motion name 743 is information for identifying the motion stored in the motion
list 422. The motion image 744 is an image generated from motion data associated with
each motion name in the motion list 422. As an example, the processor 40 includes
an image of the avatar object 610, which takes a first posture in each motion data,
in the record image 742 as the motion image 744. The motion image 744 may be a UI
image that receives a predetermined operation (for example, a tap operation on the
motion image 744) from the player. Upon reception of the predetermined operation,
the processor 40 may reproduce a motion moving image in which the avatar object 610
behaves in accordance with the motion data. The processor 40 may automatically display
the motion list screen 741 again when the motion moving image is completed.
[0192] The record image 742 may include, for example, a UI image including the text "motion
reproduction" instead of the motion image 744.
[0193] In step S66, the processor 40 functions as the operation receiver 413 to receive
a third operation for selecting a motion. As an example, the third operation may be
a tap operation on the UI image 745. In other words, the UI image 745 receives an
operation for selecting motion data corresponding to each of the record images 742.
By receiving the third operation, the processor 40 functions as the motion specifier
415 to specify the motion data selected by the player.
[0194] In step S67, the processor 40 functions as the display controller 412 and the sound
receiver 414 to receive a sound input of the player while reproducing the motion moving
image in which the avatar object 610 behaves in accordance with the selected motion
data.
[0195] Fig. 20 is a diagram showing a specific example of a sound input by a player 4. As
shown in Fig. 20, the player 4 inputs speech sound 820A while reproducing a motion
moving image 810A. The speech sound 820A is a speech sound directed to the user 3
(hereinafter, user 3A) with a user name "AAAAA". In other words, in the example of
Fig. 20, the player 4 selects a user 3A (first user) in step S64, and creates behavior
instruction data directed to the user 3A. It is assumed that the user terminal 100
used by the user 3A is a user terminal 100A.
[0196] Since the speech sound 820A is a speech sound directed to the user 3A, the speech
sound is based on the content of the support provided for the avatar object 610 (in
other words, the player 4) by the user 3A. Specifically, the user 3A supplies a magazine
in a battle against a boss on a stage of a 10th floor, and the avatar object 610 wins
the boss with bullets of the supplied magazine. Therefore, the speech sound 820A includes
the contents "THANK YOU FOR GIVING ME THE MAGAZINE IN THE BATTLE AGAINST THE BOSS!
THE TIMING WAS PERFECT! THANKS TO MR. AAAAA, I WAS ABLE TO CLEAR IT!". As described
above, it is preferable that the speech sound includes the content of the support
provided by the user 3 in the game and gratitude to the user 3.
[0197] In an aspect, the player 4 creates a speech content directed to the user 3 before
starting the sound input, that is, before inputting the third operation to the transmission
terminal 400. In another aspect, the speech content directed to the user 3 may be
automatically generated by the processor 40. In addition, the processor 40 may display
the tag associated with the user 3 selected by the second operation in a manner of
being superimposed on the motion moving image 810A.
[0198] The processor 40 converts the received sound into sound data. In step S68, the processor
40 functions as the behavior instruction data generator 416 to generate behavior instruction
data including the sound data and the motion data of the selected motion.
[0199] In step S69, the processor 40 functions as the communication controller 411 to transmit
the generated behavior instruction data to the user terminal 100 (first computer)
of the selected user 3 (user 3A in the example of Fig. 20). Figs. 21A to 21C are diagrams
showing further another specific example of the screen displayed on the transmission
terminal 400. After executing step S68, the processor 40 functions as the display
controller 412 to control the display unit 452 to display the transmission screen.
As an example, the transmission screen may be a transmission screen 751 shown in Fig.
21A. The transmission screen 751 includes a UI image 752 and a motion image 753A.
Further, as shown in Fig. 21A, the transmission screen 751 may include information
indicating a user to whom the behavior instruction data is transmitted.
[0200] The UI image 752 receives an operation for transmitting the behavior instruction
data to the selected user 3. The operation may be, for example, a tap operation on
the UI image 752. The motion image 753A is a UI image that receives an operation for
reproducing the moving image based on the generated behavior instruction data, that
is, the moving image based on the behavior instruction data generated for the user
3A. The operation may be, for example, a tap operation on the motion image 753A. The
UI image, which receives the operation for reproducing the generated moving image,
is not limited to the motion image 753A. For example, the UI image may be a UI image
including a text "moving image reproduction". The processor 40 may automatically display
the transmission screen 751 again when the moving image is completed.
[0201] The transmission screen 751 may preferably further include a UI image that receives
an operation for returning to the reception of the sound input. The operation may
be, for example, a tap operation on the UI image. The transmission screen 751 includes
the UI image, whereby the player 4 can perform the sound input again when the sound
input fails, such as when the speech content is mistake. The UI image may be a UI
image that receives an operation for returning to the selection of motion data.
[0202] Upon reception of the tap operation on the UI image 752, the processor 40 sends the
behavior instruction data together with the information indicating the user 3A to
the server 200. The server 200 specifies the user terminal 100, which is a destination
of the behavior instruction data, based on the information indicating the user 3A,
and sends the behavior instruction data to the specified user terminal 100 (that is,
the user terminal 100A).
[0203] When the sending of the behavior instruction data is completed, the processor 40
may control the display unit 452 to display a transmission completion screen 761 shown
in Fig. 21B as an example. The transmission completion screen 761 includes UI images
762 and 763 as an image. Further, the transmission completion screen 761 may include
a text indicating that the sending of the behavior instruction data is completed,
as shown in Fig. 21B.
[0204] The UI image 762 receives an operation for starting creation of behavior instruction
data directed to another user 3. The operation may be, for example, an operation of
tapping the UI image 762. Upon reception of the tap operation, the processor 40 controls
the display unit 452 to display the user list screen again. In other words, when the
tap operation is received, the transmission process returns to step S63. At this time,
the processor 40 may generate a user list screen based on the user list 421 stored
in the transmission terminal 400, and control the display unit 452 to display the
generated user list screen. The UI image 763 receives an operation for completing
the application. The operation may be, for example, an operation of tapping the UI
image 763. When the operation is received, the transmission process ends.
[0205] In the example described with reference to Figs. 20 and 21A to 21C, as shown in Fig.
21C, the transmission terminal 400 sends the behavior instruction data of the moving
image directed to the user 3A (the user 3 with the user name "AAAAA") only to the
user terminal 100A.
[0206] Fig. 22 is a diagram showing another specific example of a sound input by the player
4. As shown in Fig. 22, the player 4 inputs a speech sound 820B while reproducing
a motion moving image 810B. The speech sound 820B is a speech sound directed to the
user 3 (hereinafter, user 3B) with a user name "BBBBB". In other words, in the example
of Fig. 22, the player 4 inputs a tap operation on a record image 732B corresponding
to the user 3B and creates behavior instruction data directed to the user 3B in step
S64. It is assumed that the user terminal 100 used by the user 3B is a user terminal
100B.
[0207] Since the speech sound 820B is the speech sound directed to the user 3B, the speech
sound is based on the content of the support provided for the avatar object 610 (in
other words, the player 4) by the user 3B. Specifically, the user 3B of the user "BBBBB"
supplies a first-aid kit in a battle against a Zako enemy on a stage of a 3rd floor,
and as a result, the physical strength of the avatar object 610 is restored immediately
before the physical strength becomes 0 (becomes game over). For this reason, the speech
sound 820B includes the contents "THANKS TO THE FIRST-AID KIT THAT MR. BBBBB GAVE
ME, I HAVE SURVIVED WITHOUT GAME OVER ON THE 3RD FLOOR. THANKS SO MUCH!".
[0208] Figs. 23A to 23C are diagrams showing further another specific example of the screen
displayed on the transmission terminal 400. The transmission screen 751 shown in Fig.
23A includes a UI image 752 and a motion image 753B. The motion image 753B reproduces
a moving image in accordance with the behavior instruction data generated for the
user 3B when receiving a tap operation.
[0209] Upon reception of the tap operation on the UI image 752, the processor 40 sends the
behavior instruction data together with the information indicating the user 3B, to
the server 200. The server 200 specifies the user terminal 100, which is a destination
of the behavior instruction data, based on the information indicating the user 3B,
and sends the behavior instruction data to the specified user terminal 100 (that is,
the user terminal 100B).
[0210] In the example described with reference to Figs. 22 and 23A to 23C, as shown in Fig.
23C, the transmission terminal 400 sends the behavior instruction data of the moving
image directed to the user 3B (the user 3 with the user name "BBBBB") only to the
user terminal 100B.
[0211] As described above, the content of the sound based on the sound data included in
the behavior instruction data is based on the content of the support provided for
the player 4 in participating in the latest game by the user 3. Since the content
of the support is different for each user 3, the content of the sound is different
for each user 3. In other words, after the game is over, behavior instruction data
including sounds having different contents is sent to at least some of the user terminals
100 of the users 3 who participates in the game.
[0212] Further, the motion of the avatar object 610 in the example of Fig. 22 is different
from the motion in the example of Fig. 20. In other words, the player 4 selects, in
the generation of the behavior instruction data directed to the user 3B, motion data
different from that at the time of the generation of the behavior instruction data
directed to the user 3A. Specifically, in step S66, the player 4 inputs a tap operation
on the UI image 745B that selects the motion data corresponding to the record image
742B. In this way, the player 4 can make the motion data included in the behavior
instruction data different for each user 3.
[0213] Then, the behavior instruction data for each user 3 including the sound data having
different contents for each user 3 and the motion data selected for each user 3 is
sent only to the user terminal 100 of each user 3. In other words, the unique behavior
instruction data unique to each of the user terminals 100 is sent to each of the user
terminals 100 of the selected user 3.
[0214] Fig. 24 is a diagram showing an overview of sending of game progress information
from the game play terminal 300 to the user terminal 100. While the behavior instruction
data for reproducing the moving image in the user terminal 100 is unique for each
of the user terminals 100, as shown in Fig. 24, the game progress information sent
to the user terminals 100 of all of the users 3 participating in the game during the
game execution are common among the respective user terminals 100. In other words,
the behavior instruction data included in the game progress information is also common
among the respective user terminals 100. As described above, it can be said that the
behavior instruction data for reproducing the moving image is different from the behavior
instruction data for progressing the game from viewpoints of the difference between
the user terminals 100 and the destination.
(Moving Image Reproduction Processing in User Terminal 100)
[0215] Fig. 25 is a flowchart showing an example of moving image reproduction processing
to be executed by the user terminal 100.
[0216] In step S71, the processor 10 functions as the moving image reproducer 117 to receive
the behavior instruction data. In step S72, the processor 10 functions as the moving
image reproducer 117 to notify the user 3 of the reception of the behavior instruction
data. As an example, the processor 10 notifies the user 3 of the reception of the
behavior instruction data, using at least one of a display of a notification image
on the display unit 152, reproduction of a notification sound from a speaker (not
shown), and lighting or flickering of a lighting unit (not shown) configured by an
LED (light-emitting diode).
[0217] In step S73, the processor 10 functions as the operation receiver 111 to receive
a first reproduction operation for reproducing the moving image. As an example, the
first reproduction operation may be an operation of tapping the notification image.
In step S74, the processor 10 functions as the moving image reproducer 117 to reproduce
the moving image by rendering the behavior instruction data. As an example, the processor
10 may start an application for playing the main game to reproduce the moving image,
or may start an application for reproducing the moving image different from the above-described
application to reproduce the moving image. Hereinafter, the moving image will be referred
to as a "thank-you moving image".
[0218] Fig. 26 is a diagram showing a specific example of reproduction of a thank-you moving
image, and specifically, is a diagram showing an example of reproduction of a thank-you
moving image in the user terminal 100 of the user 3A. In a thank-you moving image
910A reproduced in the user terminal 100, the avatar object 610 throws out a sound
920A while executing a certain motion. In other words, the processor 10 controls the
speaker (not shown) to output the sound 920A while reproducing the thank-you moving
image 910A including the avatar object 610 that executes a certain motion.
[0219] The motion in the thank-you moving image 910A is based on the motion data selected
by the player 4 in the generation of the behavior instruction data directed to the
user 3A, and the sound 920A is based on the sound data generated from the speech sound
820A input by the player 4 in the generation of the behavior instruction data. In
other words, the sound 920A is a sound including the content of the support provided
by the user 3A in the game and gratitude for the support. In this way, the user 3A
can watch the thank-you moving image in which the avatar object 610 speaks the content
of the support provided by himself/herself in the game and the gratitude for the support
by the input of the first reproduction operation.
[0220] As an example, the user terminal 100 may control the touch screen 15 to display at
least one UI image after the reproduction of the thank-you moving image 910A is completed.
The UI image may be, for example, a UI image that receives an operation for reproducing
the thank-you moving image 910A again, may be a UI image that receives an operation
for transitioning to another screen, or may be a UI image that receives an operation
for completing the application.
[0221] Further, as an example, the user terminal 100 may control the touch screen 15 to
display at least one UI image during the reproduction of the thank-you moving image
910A. The UI image may be, for example, a plurality of UI images that receive operations
of temporarily stopping or completing the thank-you moving image 910A being reproduced,
or changing a reproducing scene.
[0222] These UI images displayed during the reproduction of the thank-you moving image 910A
and after the thank-you moving image 910A is hunted do not include a UI image for
answering to the avatar object 610. In other words, the thank-you moving image 910A
according to the present embodiment does not include a means for answering to the
avatar object 610.
[0223] Fig. 27 is a diagram showing another specific example of reproduction of a thank-you
moving image, and specifically, is a diagram showing an example of reproduction of
a thank-you moving image in the user terminal 100 of the user 3B. In a thank-you moving
image 910B reproduced in the user terminal 100, the avatar object 610 throws out a
sound 920B while executing a certain motion. In other words, the processor 10 controls
the speaker (not shown) to output the sound 920B while reproducing the thank-you moving
image 910B including the avatar object 610 that executes a certain motion.
[0224] The motion in the thank-you moving image 910B is based on the motion data selected
by the player 4 in the generation of the behavior instruction data directed to the
user 3B, and the sound 920B is based on the sound data generated from the speech sound
820B input by the player 4 in the generation of the behavior instruction data. Therefore,
the motion performed by the avatar object 610 in the example of Fig. 27 is different
from the motion in the example of Fig. 26. Further, the sound 920B is a sound including
the content of the support provided by the user 3B in the game and gratitude for the
support. Therefore, the content of the sound 920B in the example of Fig. 27 is different
from the content of sound 920A in the example of Fig. 26.
[0225] As described above, the thank-you moving image received by at least some of the user
terminals 100 of the users 3 participating in the game after the game is over is a
moving image in which the speech content of the avatar object 610 is different for
each user 3.
[0226] The processor 10 may display a UI image 930 including the content for urging participation
in the next game in a manner of being superimposed on the moving image 910. The UI
image 930 may be transmitted together with the behavior instruction data, or may be
stored in the user terminal 100 as the game information 132.
[0227] In the embodiment described above, an example has been described in which the animation
generator 314 generates the animation that expresses the state where the mouth of
the avatar object 610 moves or its facial expression changes, but a description will
be given below with respect to a specific method of controlling the movement of the
mouth and a facial expression specified by, for example, eyes and cheeks of the avatar
object 610. First, an example will be described which controls the face including
the mouth, eyes, and cheeks of the avatar object 610 on the user terminal 100.
[0228] On the user terminal 100, as shown in Fig. 8, the processing is performed to define
the virtual space 600B in the same manner as the virtual space 600A, to generate in
real time and behave the avatar object 610 in the virtual space 600B so as to synchronize
with a motion of a player's (performer's) body based on behavior instruction data
including motion data and sound data, to display the field-of-view image 660 acquired
from the virtual camera 620B on the display unit 152, and to output the sound. In
parallel with such processing, the processor 10 on the user terminal 100 executes
face control processing shown in Fig. 28. Thus, the face including the mouth, eyes,
and cheeks of the avatar object 610 in the virtual space 600B is controlled.
[0229] In the face control processing shown in Fig. 28, the mouth of the avatar object 610
is controlled according to a vowel of the sound specified from the sound data, and
the facial expression of the avatar object 610 in the virtual space 600B is randomly
switched and controlled according to the lapse of time. The face control processing
may be executed as the process of step S27 in Fig. 8, and may be executed every predetermined
period of time (for example, 0.2 seconds) separately from the process of step S27
in Fig. 8.
[0230] In step S81, it is determined whether the sound data included in the behavior instruction
data is received. When it is determined that the sound data is received in step S81,
a vowel of a spoken sound is specified based on the sound data in step S82. For example,
it is specified whether the vowel of the sound being spoken belongs to any of the
vowels "a", "i", "u", "e", and "o".
[0231] In step S83, a mouth shape, which is a shape of the mouth (opened mouth), is specified
according to the specified vowel. The mouth shape is set in advance for each of vowels
"a", "i", "u", "e", and "o". For example, a general mouth shape is set when a person
speaks "a" in response to the vowel "a", and general mouth shape is set when a person
speaks "u" in response to the vowel "u". The memory 11 stores in advance data of a
texture image corresponding to the mouth shape of each of the vowels "a", "i", "u",
"e", and "o". As the texture image, for example, an image is set that imitates the
mouth shape when a person speaks "a" with respect to the vowel "a".
[0232] In step S84, the mouth shape of the avatar object 610, which is arranged and behaves
in the virtual space 600B is changed to the mouth shape specified in step S83. Specifically,
as the texture image of the mouth of the avatar object 610, a texture image corresponding
to the specified mouth shape is pasted. Thereby, the mouth shape of the avatar object
610 can be changed to the mouth shape corresponding the sound spoken by the player.
In a state where the screen including the avatar object 610 is displayed and the speech
content is output, the user generally concentrates on the sound being spoken for the
first time in order to focus first on what topic is specified from the speech content,
and then pays attention to the movement of the entire body of the avatar object 610
according to the movement of the player and the movement of the mouth that is directly
linked to the speech. In the present embodiment, as described above, since the mouth
shape of the avatar object 610 can be made into a general mouth shape when a person
actually speaks, it is possible to reduce a sense of user's incompatibility.
[0233] When it is not determined in step S81 that the sound data is received or after step
S84, it is determined in step S85 whether a value of a facial expression switching
timer is "0". The facial expression switching timer is a timer that determines the
elapse of predefined switching time and specifies a timing for switching the facial
expression of the avatar object 610. The value of the facial expression switching
timer is subtracted with lapse of time. When the value of the facial expression switching
timer is not "0" and the switching time has not yet elapsed, the process proceeds
to step S81, and when the value of the facial expression switching timer is "0" and
the switching time has elapsed, the process proceeds to step S86.
[0234] In step S86, any one of a plurality of types of predefined facial expressions is
randomly specified. The plurality of types of facial expressions are set such that
at least one of, for example, the degree of opening of eyes, the movement and shape
of eyebrows, swelling and color of cheeks, the presence or absence of dimples, and
wrinkles is different. The plurality of types of facial expressions are roughly classified
into a first type of facial expression that gives the user an impression of being
joyful, a second facial expression that gives the user an impression of being angry,
a third type of facial expression that gives the user an impression of being sorrowful,
a fourth type of facial expression that gives the user an impression of being happy,
and a fifth type of facial expression that gives the user a normal impression without
giving the user any impression of human emotions (joy, anger, sorrow, and happiness).
Further, for each of the first type to fifth type of facial expressions a plurality
of types of facial expressions are further set. The memory 11 stores in advance data
of a texture image corresponding to each of the plurality of types of facial expressions.
The texture image corresponding to each of the plurality of types of facial expressions
includes a moving image with movements of eyes, eyelids, eyebrows, and cheeks and
a still image with eyes, eyelids, eyebrows, and cheeks in a predetermined still state.
In step S86, any facial expression of the plurality of types of facial expressions
is specified by a random number lottery, for example.
[0235] In step S87, the facial expression of the avatar object 610, which is arranged and
behaves in the virtual space 600B, is changed to the facial expression specified in
step S86. Specifically, as the texture image of the eyes and cheeks of the avatar
object 610, a texture image corresponding to the specified facial expression is pasted.
[0236] In step S88, a value equivalent to two seconds is set to the facial expression switching
timer as a switching time. The value of the facial expression switching timer is subtracted
with lapse of time. As a result, when two seconds passes since the value of the facial
expression switching timer is set in step S88, it is determined in step S85 that the
value of the facial expression switching timer is "0", and the facial expression is
changed again in step S87.
[0237] Next, a display example of the avatar object 610 will be described in which the mouth
and the facial expression are randomly switched by the face control processing. Figs.
29A to 29I show a display example on the display unit 152 when the avatar object 610
behaves according to the movement of the player, the mouth of the avatar object 610
is switched to a general mouth shape during speaking, and the facial expression of
the avatar object 610 is switched in the order of facial expression a, facial expression
w, and facial expression r as an example.
[0238] Figs. 29A to 29I show as the movement of the avatar object 610 not only a state of
pointing in a certain direction (particularly, Figs. 29C to 29F), a state of changing
gestures (particularly, Figs. 29A, 29B, and 29G to 29I), a state of crossing legs
(Figs. 29B and 29C), a state of changing a direction of the body and the face (particularly,
Figs. 29C to 29F and 29I ), and a state of bending forward or jumping (Figs. 29C and
29H), but also a state where the mouth is changing according to the speech.
[0239] In addition, Figs. 29A to 29C show the avatar object 610 with the facial expression
a, Figs. 29D to 29F show the avatar object 610 with the facial expression w, and Figs.
29G to 29I shows the avatar object 610 with the facial expression r. Figs. 29A to
29I further show a transition of three facial expressions from left to right for each
of the facial expressions (facial expression a, facial expression w, and facial expression
r) at the start of the facial expression, after the lapse of one second, and at the
end of the facial expression (immediately before switching).
[0240] The facial expression a is an example of the facial expression belonging to the first
type. The facial expression a is set such that both eyes are further narrowed and
closed after a transition from a state where both eyes are fully open (Fig. 29A) to
a state where both eyes are narrowed (Fig. 29B).
[0241] The facial expression w is an example of the facial expression belonging to the fifth
type. The facial expression w is set such that eyes are maintained without being almost
changed in a state of being open in a normal size as shown in Figs. 29D to 29F.
[0242] The facial expression r is an example of the facial expression belonging to the fourth
type. The facial expression r is set such that both eyes are in a state of being fully
open after a transition from a state where both eyes are open (Fig. 29G) to a state
where both eyes are winking (Fig. 29H). The facial expression of the avatar object
610 is randomly switched every two seconds even after the facial expression r. Therefore,
it is not necessary to arrange a person who operates a switch for switching facial
expressions or a special device, and it is possible to prevent an increase in cost.
[0243] On the other hand, since the facial expressions are randomly switched, the content
being spoken may not match the facial expression of the avatar object 610, for example,
even when a happy talk is output, the facial expression is changed to a sorrow expression.
[0244] However, the switching time for switching the facial expressions is set to a time
(two seconds) shorter than a certain time (three seconds). Here, the time of three
seconds as a certain interval is, for example, an average time required from when
a viewer (a person) starts to visually recognize a certain screen until recognizing
all information on the screen, and generally referred to as a time for the viewer
to get bored with the screen. The present invention has been made based on such a
principle and in reverse order of the principle. In other words, by switching of the
facial expression at intervals of less than three seconds, the user recognizes that
the facial expression of the avatar object 610 is changing, and at the same time,
the facial expression is switched again until the user completely grasps what kind
of facial expression is the current facial expression (whether the current facial
expression is a sorrow facial expression or a joy facial expression). As illustrated
in Figs. 29A to 29I, since the facial expressions are switched sequentially at intervals
of two seconds and one facial expression also changes each time, it is difficult for
the user to completely grasp what kind of facial expression is the current facial
expression. Thus, even when the facial expression of the avatar object 610 changes
to a facial expression that does not match the content being spoken, the facial expression
can be switched again before the user feels a sense of incompatibility due to unmatching
until the user recognizes what kind of facial expression is the current facial expression.
Therefore, it is possible to reduce a sense of user's incompatibility without increasing
costs as much as possible.
[0245] Further, even when the facial expression is randomly switched, the facial expression
of the avatar object 610 can be switched to the facial expression that matches the
content being spoken (or the facial expression that does not give a sense of incompatibility)
at a predetermined ratio. In the present embodiment, as described above, the facial
expressions belonging to any of the first to fifth types are provided. For this reason,
the facial expression of the avatar object 610 can be switched to the facial expression
that matches the content being spoken (or the facial expression that does not give
a sense of incompatibility) at a probability of 1/5. On the other hand, the user is
in a state of concentrating on a sound to be spoken for the first time and grasping
the content of a talk to some extent from the speech (a state of being constructed
to some extent in the head). In such a state, when the facial expression is switched
to the facial expression that matches the content grasped by the user, the possibility
increases that the facial expression can be understood in a time shorter than usual
(a certain interval of three seconds). For example, assuming that the user grasps
that the talk is happy from the speech content in the example of Figs. 29A to 29I,
when the facial expression is switched to the facial expression belonging to the first
type as shown in Figs. 29A to 29C and when the facial expression is switched to the
facial expression belonging to the fourth type as shown in Figs. 29G to 29I, the possibility
increases that the user can understand the facial expression expresses joy and happiness
in a time shorter than usual. As a result, it is possible to give the user an impression
that the content being spoken matches the facial expression of the avatar object 610
at a high rate, and to implant a matching impression on the user. As a result, even
when the content to be spoken does not match the facial expression of the avatar object
610, it is possible to make it difficult for the user to notice and to further reduce
a sense of incompatibility.
[0246] Further, it is considered that the time required to grasp the screen may differ depending
on individual differences, and it is also considered that there is a user who can
completely grasp what kind of facial expression is the facial expression that is changed
for two seconds set as the switching time. However, in the state where the screen
including the avatar object 610 is displayed and the speech content is output, as
described above, the user first concentrates on the speech content, then pays attention
to the movement of the entire body of the avatar object 610 and the movement of the
moth, and, as a result, performs subsequently the work of specifying the facial expression
of the avatar object 610. In particular, when the avatar object 610 is moving to point
in a certain direction as shown in Figs. 29C and 29D, when the gestures of the avatar
object 610 are changed as shown in Figs. 29A, 29G, and 29I, and when the avatar object
610 jumps as shown in Fig. 29H, for example, when there is a large movement in the
posture itself, since the user has a strong tendency to pay attention to the movement
of the avatar object 610 and also further pays attention to the movement of the mouth,
a start timing of the work of specifying the facial expression of the avatar object
610 is considerably delayed. Therefore, out of two seconds, the time is less than
two seconds that can be spent for specifying the facial expression of the avatar object
610. For this reason, it is possible to reduce the possibility that the user can completely
grasp what kind of facial expression is the current facial expression after the change.
As a result, even for a user who can quickly grasp what kind of facial expression
is the current facial expression, it is possible to reduce the possibility of giving
a sense of incompatibility by delaying the specific work start timing.
[0247] In addition, the direction and position of the face of the avatar object 610 fluctuate
according to the direction and position of the player's head (a motion of the head).
Further, the avatar object 610 displayed on the display unit 152 of the user terminal
100 is an image viewed in the direction of the virtual camera 620B that changes according
to the user's operation. When the face of the avatar object 610 is facing downward
as illustrated in Fig. 29C, and when the face of the avatar object 610 is facing horizontally
as illustrated in Figs. 29C to 29F, the face of the avatar object 610 cannot be visually
recognized from the front.
[0248] Therefore, compared with the case where the position and direction of the face of
the avatar object 610 do not change, it is expected that the time required for the
user to completely grasp the facial expression of the avatar object 610 is longer
than three seconds which is a certain interval described above. From this viewpoint
as well, it is possible to reduce the possibility of causing the user to feel a sense
of incompatibility.
[0249] In addition, as indicated by step S88, the switching time (switching interval) of
the facial expression is set to two seconds. In the case of two seconds, there is
a high possibility that the user can recognize that the facial expression of the avatar
object 610 has changed. Thereby, the user can aware that the facial expression of
the avatar object 610 is repeatedly switched, and can feel a natural atmosphere.
[0250] Further, the mouth and the facial expression of the avatar object 610 are controlled
on the user terminal 100. Therefore, it is possible to prevent an increase in the
processing load on the game play terminal 300 that transmits the behavior instruction
data. In addition, since the facial expression is randomly switched on the user terminal
100, it is possible to make the facial expression of the avatar object 610 different
among the plurality of user terminals 100 while receiving the same behavior instruction
data, and to improve the taste.
<Modification>
[0251] Modifications of the embodiment described above will be listed below.
- (1) An example has been described in which the face control processing of the avatar
object 610 is executed on the user terminal 100 in the embodiment described above.
However, the face control processing of the avatar object 610 may be executed on the
game play terminal 300 or the transmission terminal 400.
[0252] On the game play terminal 300, as shown in Fig. 8, the processing is performed to
define the virtual space 600A, to generate in real time and behave the avatar object
610 in the virtual space 600A so as to synchronize with motions of the player's (performer's)
body, and to output the behavior instruction data including the motion data and the
sound data. The processing for outputting the behavior instruction data including
the motion data and the sound data is also referred to as processing for displaying
on the display unit 152 the field-of-view image 660 acquired from the virtual camera
620B by defining the virtual space similar to the virtual space 600A on the user terminal
100. In parallel with such processing, the processor 30 on the game play terminal
300 may execute the following processes.
[0253] The processor 30 on the game play terminal 300 executes, as the processes corresponding
to steps S81 to S84 in Fig. 28, processes of specifying the mouth shape according
to the vowel of the sound spoken by the player and outputting the mouth shape data
for specifying the type of the mouth shape. In addition, the processor 30 on the game
play terminal 300 executes, as the processes corresponding to steps S85 to S888 in
Fig. 28, processes of specifying randomly any one of the plurality of types of facial
expressions every time the display switching timer becomes "0", outputting the facial
expression data for specifying the type of facial expression, setting the value equivalent
to two seconds as the value of the facial expression switching timer, and subtracting
the value of the facial expression switching timer with lapse of time. On the other
hand, on the user terminal 100, the mouth shape of the avatar object 610 arranged
in the virtual space 600B may be changed to the mouth shape specified from the mouth
shape data, and the facial expression of the avatar object 610 may be changed to the
facial expression specified from the facial expression data.
[0254] Further, as another method, the game play terminal 300 not only transmits the mouth
shape data and the facial expression data for making it possible to specify the type
of mouth shape and the type of facial expression to the user terminal 100, but also,
for example, transmits texture image data of the specified mouth shape and the facial
expression to the user terminal 100. The user terminal 100 may change the mouth shape
and the facial expression of the avatar object 610 using the texture image data.
[0255] Further, as further another method, on the game play terminal 300, the virtual camera
620B of the each of the user terminals 100 is arranged in the virtual space 600A,
the moving image data capable of specifying the field-of-view image from the virtual
camera 620B to the user terminal 100, and the user terminal 100 may display on the
display unit 152 the field-of-view image acquired from the virtual camera 620B using
the moving image data. In other words, an example (real-time rendering method) has
been described in the embodiment described above in which the image in the virtual
space including the avatar object 610 played by the player (performer) is data transmitted
from the outside, and the behavior instruction data including the motion data and
the sound data is received, and the moving image (video) is generated (rendered) and
reproduced using the behavior instruction data on the user terminal 100, but the present
invention is not limited thereto, and may employ an example (moving image transmitting
method) in which the moving image data for displaying the moving image in the virtual
space including the avatar object 610 (mouth shape, facial expression) is transmitted
from the game play terminal 300, and the moving image (video) including the avatar
object 610 is reproduced using the moving image data on the user terminal 100. In
this case, the texture image data of the mouth shape and the facial expression may
be stored in advance in the memory 31 of the game play terminal 300, and the mouth
shape and the facial expression of the avatar object 610 may be changed using the
texture image data of the specified mouth shape and facial expression when the game
play terminal 300 generates the avatar object 610 in the virtual space 600A according
to the behavior of the player. Thereby, in the avatar object 610 in the moving image
data transmitted to the user terminal 100, the mouth shape is changed to the mouth
shape according to the speech, and the facial expression is randomly changed with
lapse of time. As a result, the user terminal 100 can display the moving image on
the display unit 152 based on the moving image data to change the mouth shape and
the facial expression of the avatar object 610.
[0256] In addition, an example has been described in which either the process of specifying
the mouth shape according to the sound being spoken or the process of switching the
facial expression with lapse of time is executed on either the user terminal 100 or
the game play terminal 300. However, the process of specifying the mouth shape according
to the sound being spoken or the process of switching the facial expression with lapse
of time may be executed separately on different terminals, respectively. For example,
the process of specifying the mouth shape according to the sound being spoken may
be executed on the game play terminal 300, and the process of switching the facial
expression with lapse of time may be executed on the user terminal 100. Specifically,
on the game play terminal 300, the process of specifying the type of facial expression
is not performed, but the process of specifying the mouth shape and outputting the
mouth shape data for specifying the type of mouth shape may be performed; and on the
user terminal 100, the mouth shape of the avatar object 610 arranged in the virtual
space 600B may be changed to the mouth shape specified from the mouth shape data,
while the facial expression of the avatar object 610 may be executed in steps S85
to S88 of Fig. 28, and the type of facial expression may be specified and changed
with lapse of time on the user terminal 100. On the contrary, the process of specifying
the mouth shape according to the sound being spoken may be executed on the user terminal
100, and the process of switching the facial expression with lapse of time may be
executed on the game play terminal 300.
[0257] (2) An example has been described in which the switching time of the facial expression
is set to two seconds in the embodiment described above. However, the switching time
of the facial expression is the average time required for the viewer (person) to recognize
all information on the screen as described above, and may be set to a time longer
than two second (for example, 2.5 second) or a time less than two second (for example,
1.5 seconds) without being limited to two seconds when being set to the time shorter
than three seconds referred to as a time for the viewer to get bored with the screen.
[0258] Further, an example has been described in which a fixed time is set as the switching
time of the facial expression and the facial expression is switched at regular intervals
in the embodiment described above. However, the facial expression is not limited to
the case of being switched at regular interval. The switching interval of the facial
expression may be different depending on types of game parts currently being executed,
for example. Specifically, when the user executes a first game part that can interact
with the avatar object 610, there is a high possibility that the user visually recognizes
the avatar object 610, and thus the facial expression is switched at intervals of
two seconds, for example. On the other hand, when the user executes a second game
part in which a predetermined game (fighting game) is performed with the avatar object
610, there is a low possibility compared with the first game part that the user visually
recognizes the avatar object 610, the processing load for the progress of the game
increases, and thus the facial expression may be switched at intervals of 2.5 seconds,
which are longer than two second.
[0259] Further, the switching interval of the facial expression may be different depending
on the behavior frequency of the avatar object 610. For example, when the ratio of
the time that the head of the avatar object 610 is moving within the last predetermined
time (for example, during 10 seconds) is less than a predetermined ratio, the movement
is small and the user can easily recognize the avatar object 610, so that the facial
expression is switched at intervals of two seconds, for example. On the other hand,
when the ratio of the time that the head of the avatar object 610 is moving within
the last predetermined time (for example, during 10 seconds) is equal to or more than
the predetermined ratio, the movement is relatively large and it is difficult for
the user to visually recognize the avatar object 610, so that the facial expression
may be switched at intervals of 2.5 seconds, which is longer than the intervals of
two seconds.
[0260] In addition, the facial expression may be switched at irregular intervals. For example,
when the facial expression is switched, the switching time until the next facial expression
is switched may be randomly determined and set between one second and 2.5 seconds,
for example. In this case, the switching time may be set according to a transmission
rate depending on the type of the game part currently being executed, or the switching
time may be set according to a different transmission rate depending on the behavior
frequency of the avatar object 610.
[0261] (3) An example has been described in which the facial expression (the facial expression
to be taken by the avatar object 610) to be switched next is randomly determined by
the random number lottery in the embodiment described above. However, if the facial
expression to be switched next is specified according to the predetermined rule, for
example, depending on the type of the game part currently being executed, the ratio
of determining whether the facial expression belongs to any of the first type to the
fifth type may be different. Specifically, when the user executes the first game part
that can interact with the avatar object 610, since there is a high possibility that
whether the player is happy or enjoying or is normal, for example, the facial expression
belonging to any of the first type, the fourth type, and the fifth type is specified
at a higher ratio than the facial expression belonging to the types other than the
first type, the fourth type, and the fifth type. On the other hand, when the user
executes the second game part in which the predetermined game (fighting game) is performed
with the avatar object 610, since the player may be more joyful or angry than during
the first game part, for example, the facial expression belonging to any of the first
type and the second type is specified at a higher ratio than the facial expression
belonging to the types other than the first type and the second type.
[0262] Further, when an item is supplied from the user to the player, since there is a high
possibility that the player is joyful, for example, the facial expression belonging
to the first type is specified at a higher ratio than the facial expression belonging
to the types other than the first type. The type in which the specified ratio is high
may be different depending on the type of the item to be supplied. For example, when
an item disadvantageous to the player is supplied, since there is a high possibility
that the player may get angry or sorrowful, for example, the facial expression belonging
to the second type and the third type is specified at a higher ratio than the facial
expression belonging to the types other than the second type and the third type.
[0263] In addition, the ratio of determining whether the facial expression to be switched
next belongs to any of the first type to the fifth type depending on the behavior
frequency of the avatar object 610 may be different. Specifically, when the ratio
of the time that the head of the avatar object 610 is moving within the last predetermined
time (for example, during 10 seconds) is less than the predetermined ratio, since
the movement is small and there is a possibility that the facial expression is rich,
for example, the facial expression belonging to any of the first type to the fourth
type is specified at a higher ratio than the facial expression belonging to the fifth
type. On the other hand, when the ratio of the time that the head of the avatar object
610 is moving within the last predetermined time is equal to or more than the predetermined
ratio, since there is a possibility that the user is distracted by the movement and
normal, for example, the facial expression belonging to the fifth type is specified
at a higher ratio than the facial expression belonging to any of the first type to
the fourth type.
[0264] Further, the facial expression to be switched next may be specified according to
a pattern for specifying the transition of the facial expression which is set in advance,
for example. Specifically, a plurality of types of patterns are provided including
a first pattern set such that the plurality of types of facial expressions transitions
in a first order and a second pattern set such that the plurality of types of facial
expressions transitions in a second order different from the first order, the facial
expression to be switched next may specified according to a certain pattern, and after
the transition by such a pattern is completed, the facial expression to be switched
next may be specified according to the other pattern.
[0265] Further, the facial expression to be switched next may be specified from at least
a facial expression different from the current facial expression among the plurality
of types of facial expressions, and may be specified from at least the facial expressions
belonging to the types other than the type to which the current facial expression
belongs among the plurality of types of facial expressions. Thus, the facial expression
does not belong to the same type for at least three seconds, and the facial expression
becomes more difficult to be grasped.
[0266] (4) An example has been described in which a general mouth shape when a person actually
speaks based on the vowel of the sound being spoken is specified as the mouth shape
of the avatar object 610 in the embodiment described above. However, the method of
specifying the mouth shape of the avatar object 610 is not limited to the method of
specifying the mouth shape based on the vowel, and may include, for example, a method
of specifying the mouth shape (the size of the mouth being opened) according to the
volume of the spoken sound and a method of specifying the mouth shape by analyzing
the captured video of the mouth of the player (performer).
[0267] (5) An example has been described in which eyes, eyelids, eyebrows, and cheeks are
exemplified as components of the facial expression and any one of the plurality of
types of facial expressions having different combinations thereof is specified. However,
the facial expression may be specified by specifying which type is used for each of
the components of the facial expression and combining the specified components. For
example, a plurality of types of eyes, eyelids, eyebrows, and cheeks are provided,
respectively, eyes are specified from the plurality of types of eyes, eyelids, eyebrows,
and cheeks are also specified from the plurality of types provided corresponding to
the respective components, and one facial expression may be specified by a combination
of the specified eyes, eyelids, eyebrows, and cheeks. Thus, a variation in the facial
expression can be further increased.
[0268] (6) An example has been described in which the display mode of the costume of the
avatar object 610 in the embodiment described above is uniformly set depending on
the type of the avatar object 610. However, the display mode of the costume of the
avatar object 610 may different for each user depending on, for example, the degree
of progress of the game (for example, each time the game is won, or each time an item
is supplied). For example, even when the game progress information transmitted from
the game play terminal 300 is the same, a costume of the avatar object 610 may be
a costume depending on the degree of progress of the game. In this case, a plurality
of types of costume data of the avatar object 610 may be stored in advance on the
user terminal 100. The target for changing the display mode of the avatar object 610
is not limited to the costume, but may be a hairstyle, a skin color, and a degree
of makeup. Thereby, the variation of the avatar object 610 can be increased without
an increase of a processing load on the game play terminal 300 that outputs the game
progress information, so that the user can be attracted.
[0269] Alternatively or additionally, the display mode of the avatar object 610 may be different
from the display mode displayed on the user terminal of another user according to
the charge by the user during the game. In addition, the display mode of the avatar
object 610 may be different depending on the ranking of the user that is updated depending
on the result of the live game.
<Supplementary Note>
[0270] Matters described in each of the above embodiments will be described below as Supplementary
notes.
(Supplementary Note 1):
[0271] According to an aspect of an embodiment shown in the present disclosure, there is
provided a program to be executed in a terminal device which comprises a processor,
a memory, and an input unit, the program causing the processor to execute: a step
(for example, step S27 in Fig. 8) of, on a basis of data including information capable
of specifying a motion input by a performer who plays a character arranged in a virtual
space and a speech of the performer, producing a behavior of the character; and a
step (for example, steps S28 and S29 in Fig. 8) of enabling the character viewed from
a predetermined point of view in the virtual space to display on a predetermined display
unit and enabling a sound depending on the speech of the performer to output, the
step of producing the behavior of the character including: a step (steps S81 to S84
in Fig. 28) of controlling a behavior of a mouth of the character in the virtual space
based on the data; a step (step S86 in Fig. 28) of specifying a next facial expression
to be taken as the facial expression of the character in accordance with a predetermined
rule; and a step (steps S85, S87, and S88 in Fig. 28) of performing switching control
of the facial expression of the character in the virtual space to the facial expression,
which is specified by the step of specifying, with lapse of time.
(Supplementary Note 2):
[0272] In Supplementary note 1, the step of performing the control of switching includes
a step (steps S85 and S88 in Fig. 28) of performing the switching control at a regular
interval.
(Supplementary Note 3):
[0273] In Supplementary note 2, the regular interval is an interval (for example, two seconds)
shorter than a certain interval (for example, three seconds, an interval at which
the user get bored with the facial expression of the character or an interval required
for the user to understand the facial expression of the character).
(Supplementary Note 4):
[0274] In Supplementary note 2 or Supplementary note 3, the regular interval is an interval
of two seconds.
(Supplementary Note 5):
[0275] In any one of Supplementary notes 1 to 4, the predetermined rule is to randomly determine
any one of a plurality of types of facial expressions which are set in advance (step
S86 in Fig. 28).
(Supplementary Note 6):
[0276] In any one of Supplementary notes 1 to 5, the motion input by the performer includes
a motion of a head input according to a movement of a head of the performer; and the
step of producing the behavior includes producing a behavior of a head of the character
in the virtual space in accordance with the motion of the head (step S27 in Fig. 8).
(Supplementary Note 7):
[0277] In any one of Supplementary notes 1 to 6, the terminal device includes a display
unit, a sound output unit, and a communication unit that communicates with a transmission
terminal device, the data (behavior instruction data) is data transmitted from the
transmission terminal device and includes motion data corresponding to the motion
input by the performer and speech data corresponding to the speech of the performer;
the step of producing the behavior includes a step (step S27 in Fig. 8) of generating
the character, which behaves in the virtual space based on the data, in real time;
and the step of enabling the character to display and enabling the sound to output
includes a step (step S29 in Fig. 8, a real-time rendering method) of displaying on
the display unit a moving image of the character viewed from the predetermined point
of view in the virtual space and outputting the sound depending on the speech of the
performer from the sound output unit.
(Supplementary Note 8):
[0278] In Supplementary note 7, the data includes data (mouth shape data) for specifying
the behavior of the mouth of the character in the virtual space.
(Supplementary Note 9):
[0279] In any one of Supplementary notes 1 to 6, the program causes the processor to execute
a step of acquiring the data including the information capable of specifying the motion
input by the performer and the speech of the performer; the step of producing the
behavior of the character includes a step of producing a behavior of the character,
in which the behavior of the mouth is controlled and the facial expression is switched
with lapse of time, based on the data acquired by the step of acquiring, in the virtual
space; and the step of enabling the character to display and enabling the sound to
output includes generating moving image data including the movement of the character
in the virtual space and the sound depending on the speech and transmitting the moving
image data to a viewer terminal device (moving image transmitting method).
(Supplementary Note 10):
[0280] According to another aspect of an embodiment shown in the present disclosure, there
is provided a method to be executed by a terminal device which comprises a processor,
a memory, and an input unit, the method comprising: a step (for example, step S27
in Fig. 8) of, on a basis of data including information capable of specifying a motion
input by a performer who plays a character arranged in a virtual space and a speech
of the performer, producing a behavior of the character; and a step (for example,
steps S28 and S29 in Fig. 8) of enabling the character viewed from a predetermined
point of view in the virtual space to display on a predetermined display unit and
enabling a sound depending on the speech of the performer to output, the step of producing
the behavior of the character including: a step (steps S81 to S84 in Fig. 28) of controlling
a behavior of a mouth of the character in the virtual space based on the data; a step
(step S86 in Fig. 28) of specifying a next facial expression to be taken as the facial
expression of the character in accordance with a predetermined rule; and a step (steps
S85, S87, and S88 in Fig. 28) of performing switching control of the facial expression
of the character in the virtual space to the facial expression, which is specified
by the step of specifying, with lapse of time.
(Supplementary Note 11):
[0281] According to further another aspect of an embodiment shown in the present disclosure,
there is provided a terminal device which comprises a processor, a memory, and an
input unit, the terminal device being configured to perform: a step (for example,
step S27 in Fig. 8) of, on a basis of data including information capable of specifying
a motion input by a performer who plays a character arranged in a virtual space and
a speech of the performer, producing a behavior of the character; and a step (for
example, steps S28 and S29 in Fig. 8) of enabling the character viewed from a predetermined
point of view in the virtual space to display on a predetermined display unit and
enabling a sound depending on the speech of the performer to output, the step of producing
the behavior of the character including: a step (steps S81 to S84 in Fig. 28) of controlling
a behavior of a mouth of the character in the virtual space based on the data; a step
(step S86 in Fig. 28) of specifying a next facial expression to be taken as the facial
expression of the character in accordance with a predetermined rule; and a step (steps
S85, S87, and S88 in Fig. 28) of performing switching control of the facial expression
of the character in the virtual space to the facial expression, which is specified
by the step of specifying, with lapse of time.
[Implementation Example by Software]
[0282] The control blocks (particularly, the control units 110, 210, 310, and 410) of the
user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and
the transmission terminal 400 may be implemented by a logic circuit (hardware) formed
in an integrated circuit (IC chip), or may be implemented by software.
[0283] In the latter case, each of the user terminal 100, the server 200, the game play
terminal 300 (HMD set 1000), and the transmission terminal 400 includes a computer
that performs instructions of a program being software for implementing each function.
The computer includes, for example, one or more processors and a computer-readable
recording medium stored with the above-described program. In the computer, the processor
reads from the recording medium and performs the program to achieve the object of
the present invention. As the above-described processor, a CPU (Central Processing
Unit) can be used, for example. As the above-described recording medium, a "non-transitory
tangible medium" such as a ROM (Read Only Memory) as well as a tape, a disk, a card,
a semiconductor memory, and a programmable logic circuit can be used. A RAM (Random
Access Memory) or the like in which the above-described program is developed may be
further included. The above-described program may be supplied to the above-described
computer via an arbitrary transmission medium (such as a communication network and
a broadcast wave) capable of sending the program. Note that an aspect of the present
invention may also be implemented in a form of a data signal embedded in a carrier
wave in which the program is embodied by electronic transmission.
[0284] An aspect of the present invention is not limited to each of the above-described
embodiments, various modifications are possible within the scope of the present invention
defined by aspects, and embodiments that are made by suitably combining technical
means disclosed according to the different embodiments are also included in the technical
scope of an aspect of the present invention.
REFERENCE SIGNS LIST
[0285]
1: system;
2: network;
3, 3A, 3B: users (first users);
4: player (performer);
10, 20, 30, 40: processors;
11, 21, 31, 41: memories;
12, 22, 32, 42: storages;
13, 23, 33, 43: communication IFs;
14, 24, 34, 44: input/output IFs;
15, 45: touch screens;
17: camera;
18: ranging sensor;
51: monitor;
52: gaze sensor;
53: first camera;
54: second camera;
55: microphone;
56: speaker;
100, 100A, 100B, 100C: user terminals (computer, first computer, first information
processing unit);
110, 210, 310, 410: control units (first control unit, second control unit);
111, 311, 413: operation receivers;
112, 312, 412: display controllers;
113, 313: UI controllers;
114, 314: animation generators;
115, 315: game coordinators;
116, 316: virtual space controllers;
117: moving image reproducer;
120, 220, 320, 420: storage units (first storage unit, second storage unit);
131, 231, 331: game programs (program, first program);
132, 232, 332: game information;
133, 233, 333: user information;
151, 451: input units;
152, 452: display units (display);
200: server;
211: communication mediator;
212: log generator;
213: list generator;
234, 421: user lists;
300: game play terminal (external device, second external device);
317: response processor;
400: transmission terminal (external device, first external device, computer, second
information processing unit);
411: communication controller;
414: sound receiver;
415: motion specifier;
416: behavior instruction data generator;
422: motion list;
423: transmission program (program, second program);
540, 1020, 1021: controllers;
500: HMD;
510: HMD sensor;
520: motion sensor;
530: display;
600A, 600B: virtual spaces;
610: avatar object (character);
620A, 620B: virtual cameras;
631, 632, 633, 634: objects;
640A, 640B: field-of-view areas;
650, 660: field-of-view images;
671: enemy objects;
672, 673: obstacle objects;
674: presentment object;
691, 692: speeches;
701, 702, 703A, 70B, 704A, 704B, 705, 706, 711, 711A, 711B, 711C, 711D, 722, 723,
745, 745A, 745B, 745C, 752, 762, 763, 930, 2011, 2022, 2031, 2032, 2033, 2034, 2037,
2038, 2051, 2063, 2072, 2073, 2075: UI images (message UI, UI);
721: download screen;
731: user list screen (list);
732, 732A, 732B, 732C, 742, 742A, 742B, 742C: record images;
733, 733A, 733B, 733C: user names;
734, 734A, 734B, 734C: tag information;
735, 735A, 735B, 735C: icons;
741: motion list screen (option);
743, 743A, 743B, 743C: motion names;
744, 744A, 744B, 744C, 753: motion images;
751: transmission screen;
761: transmission completion screen;
810A, 810B: motion moving images;
820A, 820B: speech sounds;
910A, 910B: moving images;
920A, 920B: sound;
1000: HMD set;
1010: object;
1030: storage medium;
2010: home screen;
2020: ranking screen;
2021: title image;
2026, 2026A, 2026B: ranking;
2027, 2027A, 2027B: amount of charge;
2028, 2028A, 2028B: the number of sending processes;
2029: notification of completion of sending;
2030: last sending date;
2035: detailed display area;
2036: scroll bar;
2040: detailed screen;
2050, 2060: preparation screens;
2052: text;
2053, 2061: selected images;
2054A, 2054B, 2054C, 2062A, 2062B, 2062C, 2062D, 2062E, 2062F: options; 2070: sound
input screen; and
2074: tag image.